ATOMIC THEORY
AND PRACTICE
David) Johnson Davies
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ATOMIC THEORY AND PRACTICE
Contents
Introduction -
BASIC PROGRAMMING
Chapter
1
2
3
4
5
6
7
8
Start Here
Calculating in BASIC
Planning a Program
Writing a BASIC Program
Loops
Subroutines
Arrays and Vectors
Strings
Reading and Writing Data
More Space and More Speed
Advanced Graphics
What to do if Baffled
ASSEMBLER PROGRAMMING
Chapter 13
14
Assembler Programming
Jumps, Branches, and Loops
Logical Operations, Shifts, and Rotates
Addressing Modes and Registers
Machine-Code in BASIC
REFERENCE SECTION
Chapter 18
Index -
ATOM Operating System
Cassette Operating System
BASIC Statements, Functions, and Commands
BASIC Characters and Operators
Extending the ATOM
Mnemonic Assembler
Assembler Mnemonics
Operating System Routines and Addresses
Syntax Definition
Error Codes
205
211
Introduction
This manual explains how to connect up the ATOM, and how to program it
in BASIC or Assembler. The manual is arranged in three sections
printed on different coloured paper. If you have never programmed
before you should read the BASIC section, on plain paper, starting
from Chapter 1; but be warned that you are setting off on an adventure
which will require some changes of attitude towards computers. The
only way to learn the art of programming is by practice, and so every
section of this manual includes many example programs which illustrate
the concepts being explained. These should be typed in and tried out,
even if at first you do not fully understand how they work. By the end
of chapter 4 you will be able to write your own programs for many
different types of problem, and you may wish to stop there. The
subsequent chapters, 5 to 12, deal with progressively more advanced
features of the ATOM's BASIC.
If you have already programmed in BASIC you may prefer to turn to
chapters 20 and 21 in the reference section; these contain a complete
summary of all the BASIC_ statements, functions, commands, and
operators. You will be pleased to discover a number of extensions in
ATOM BASIC that are not found in other BASICS.
If you want to learn to program in Assembler you should turn to
the second section of the manual which is printed on coloured paper,
and read from chapter 13 onwards. Readers experienced in Assembler
programming can jump to chapter 23 in the reference section, which
gives a concise description of the ATOM assembler.
The third section of the manual, printed on plain paper, is the
reference section. It contains a summary of all the ATOM's facilities,
a listing of the special addresses in the ATOM, and the error codes.
If you have a minimal ATOM you will be able to run all programs
whose sizes are given as less than 512 bytes, or which are so short
that no size is given. Longer programs will require additional memory,
but many programs can be reduced in size by using the abbreviations
explained in chapter 10.
Acknowledgements
The preparation of this manual would not have been possible without
the continuous assistance of everyone at Acorn. In particular I am
grateful to Roger Wilson for providing details of the operation of the
BASIC interpreter, and for assistance with editing the source of this
manual; to Nick Toop for explaining many details of the ATOM's
circuitry; and to Laurence Hardwick for testing the example programs.
I would also like to thank the many people who provided comments on
previous drafts of the manual.
The following example programs were provided by Roger Wilson:
Curve Stitching in a Square, Tower of Hanoi, Eight Queens, Prime
Numbers, Arbitrary Precision Powers, Day of Week, Random Rectangles,
and Renumber; and the following by Nick Toop: Simultaneous Equations,
Encoder/Decoder, Three-Dimensional Plotting, and Saddle Curve.
The manual was prepared and edited on an Acorn System Three, and
the final artwork was prepared using the Acorn Text Processing
Package.
— CONNECTIONS TO ATOM
ee low + ae
En Gee
ACORN BUS EXTENSION
VIA CONNECTOR PRINTER OR USER 170
HEATSINK ACCESS
B/W AND COLOUR SIGNALS
D.C. POWER SUPPLY JACK
TAPE AND USER INPUT/OUTPUT
UHF MODULATED OUTPUT
ATOM KEYBOARD
STANDARD TYPEWRITER KEYS
COMPUTER FUNCTION KEYS
EDITING KEYS
CHANGE MODE KEYS
2
l start Here
If you bought the ATOM ready built, together with a power supply anda
cable to connect it to a TV set, then carry on reading. Otherwise you
should refer to the Technical Manual for details of how to assemble an
ATOM kit, and for details of the required accessories.
The ATOM connects to the aerial socket of an ordinary
black-and-white or colour TV set. The ATOM will not affect the normal
operation of the TV in any way. Connect the UHF output from the ATOM
to the aerial socket of the TV set; see Fig. 1. Connect the ATOM's
power supply to a mains socket, and plug the power connector into the
back of the ATOM; again, see Fig. 1. Press the key marked BREAK on the
top right of the ATOM's keyboard. Switch on the TV set, and turn the
set's volume control down. The ATOM makes use of a TV channel that is
not occupied by any TV stations, and it is necessary to tune to this
channel in order to get the correct display from the ATOM. If the TV
set you are using has push buttons to select stations, choose an
unused button and tune the TV by rotating the button. If the TV has a
single numbered tuning dial, turn the dial to somewhere near channel
36. Tune in the TV set until the screen is black, with the following
display in the top left-hand corner of the screen:
ACORN ATOM
a
Adjust the contrast and brightness controls so that the letters are
clearly legible, and tune the TV set carefully until the letters are
sharp and clear.
The '>' sign is called the ATOM's 'prompt'. It indicates that the
computer is waiting for something to be typed in; a command, perhaps,
or a program. The white rectangle, ‘f[', is called the ‘cursor'; it
indicates where on the screen the next character you type in will
appear.
1.1 What the ATOM Can Do
The ATOM understands the following special words and symbols:
Commands
LIST, LOAD, NEW.
Functions
ABS, BGET, CH, COUNT, EXT, FIN, FOUT, GET, LEN, PTR, RND, TOP.
Connectives
AND, OR, STEP, THEN, TO.
Statements
BPUT, CLEAR, DIM, DO, DRAW, END, FOR, GOSUB, GOTO, IF, INPUT, LET,
LINK, MOVE, NEXT, OLD, PLOT, PRINT, PUT, REM, RETURN, RUN, SAVE, SGET,
SHUT, SPUT, UNTIL, WAIT.
Operators
!, #, $, &, *, +, ~T /, o7 < oy | >, ?, N, <>, < >=.
These words and symbols will be explained over the course of the next
12 chapters; for the moment just observe that many of these words have
an obvious meaning; for example, try typing:
PRINT "HELLO"
after the '>' prompt sign. Note that the quotation marks are obtained
by holding down the SHIFT key and typing the '2' key. Now type RETURN
to indicate that the line is finished, and the ATOM will do just that:
HELLO>§
To perform calculations you just need to type PRINT followed by the
expression you want to evaluate. For example, try:
PRINT 7+6*2
When you type RETURN the answer will be printed out. You can try
typing anything you like, but any words not on the above lists will
probably cause an error. For example, try typing:
HELLO
after the ATOM's '>' prompt. The ATOM will reply with a 'bleep' and
will print:
ERROR 94
which means that HELLO is not one of the statements or commands that
the ATOM understands.
1.2 A Demonstration
Now that you are in control of your ATOM you may like a quick
demonstration of some more complicated things that it can do. No
attempt is made here to explain how these examples work; for that you
will have to read the rest of the first section of this manual.
You can make ATOM do a lot of typing with very little effort; try
entering:
DO PRINT "ATOM-"; UNTIL 0
Note the difference between the 'O' of DO, which is the letter 'O',
and the '0' at the end of the statement, which is the digit '0' on the
top row of the keyboard. You will have to type the ESC (escape) key,
which is at the top left of the keyboard, to stop this program.
Now try typing in the following line:
DO PRINT $RND&3+8,$8,$128; UNTIL 0
You will need to use the SHIFT key to get some of the special symbols.
This program is longer than one line of the screen, but just keep
typing and it will appear on a second line. Then press RETURN to run
the program. Again, you will have to type ESC to stop this program.
To demonstrate the graphics commands type:
CLEARO; MOVE 10,0; DRAW 60,50
and the ATOM will draw a line on the screen. If you feel like trying a
more complicated graphics program, type in the following:
CLEARO ; MOVE32, 24; Y=1;DOPLOT1,0,Y;PLOT1,Y,0;Y=-Y-2*Y/A.Y;U.0
Press ESC to get back the ATOM's prompt.
To demonstrate the ATOM's assembler enter the following line after
the prompt:
P=320;[INX; LDA 0,X; STA #B002; JMP 320;]
An assembler listing will be printed out, and the machine code will be
put into memory at 320. To execute the program, type:
LINK 320
and the ATOM will make a buzzing noise. It is playing the random
contents of its memory through its internal loudspeaker. To stop the
program you will have to type BREAK, because it is a machine-code
program.
You may question the usefulness of these examples, but they do
illustrate the wide range of different tasks the ATOM is capable of.
These 'programs' all fitted onto two lines of the display; to see what
you will be able to do with a longer program take a look at the many
examples later on in this manual.
1.3 The Keyboard
The ATOM keyboard is designed to the standard layout generally
accepted in the computer industry; see Fig. 2. In most respects it is
just like the keyboard of an ordinary typewriter, but there are some
important differences. For a start there are several keys not found on
typewriters, such as DELETE, REPT, CTRL, and BREAK. The purpose of
each of these keys will be explained in the following sections.
Another difference is that the letters A-Z will appear in
capitals, rather than lower-case, when they are typed by themselves.
Try typing in the letters 'ABC' and observe that they appear, as you
type them, on the screen:
>ABCH
From now on, in the examples, the cursor will not be drawn in for
simplicity.
1.3.1 SHIFT
Some keys carry two legends. For example, each digit key (except 0)
also has a special symbol or punctuation mark above it. The lower
symbol on each of these keys is obtained by simply typing that key;
the upper symbol is obtained by holding one of the SHIFT keys down,
and typing that key. This aspect of the keyboard is just like a
typewriter.
If the SHIFT key is held down in conjunction with one of the keys
bearing a single legend, such as A-Z and 0, [, etc, then the character
will appear inverted; i.e. as a black character on a white square.
Inverted A-Z correspond to lower case letters, and will be represented
by lower case letters a-z in this manual. Inverted @, [, \ etc. will
be represented by [@, [[], N etc.
1.3.2 LOCK
The LOCK key, when pressed on its own, changes the way the SHIFT key
operates with the letters A-Z. Initially the keyboard will give
inverted A-Z in conjunction with the SHIFT key, and plain A-Z
otherwise. If the LOCK key is now pressed once the keyboard will
normally give inverted A-Z, and will give plain A-Z only when the
SHIFT key is held down. Pressing LOCK again will revert to the
previous state.
1.3.3 DELETE
The advantage of a TV screen over a piece of paper is that mistakes
can be corrected without trace of the error. The DELETE key will erase
the last character on the line, and the cursor will back up one space.
Mistakes can thus be deleted and retyped with little effort.
1.3.4 RETURN
The RETURN key is a signal to the computer that you have finished
typing in a line of characters. The cursor will move to the start of
the next line, and the computer may respond to what you have typed by
typing out a reply.
1.3.5 Repeat - REPT
If the 'repeat' key, marked REPT, is held down with another key, that
key is typed repeatedly. REPT is useful in conjunction with DELETE to
erase several characters very rapidly. Note that pressing REPT on its
own will have no effect.
1.3.6 Control - CTRL
There are several special functions available from the keyboard which
are obtained by typing certain keys with the 'control' key - marked
CTRL - held down. Only the following two control functions will be
mentioned here:
CTRL-G gives a bleep in the ATOM's loudspeaker.
CTRL-L clears the screen.
1.3.7 BREAK
The BREAK key will reset the computer, and return it to the state it
was in just after switching on. It should not normally be necessary to
type BREAK, but some assembler programs can cause loops which cannot
be stopped in any other way. Note that the contents of memory are
preserved when BREAK is typed, and any stored program can be
recovered.
1.4 Scrolling
When the cursor reaches the bottom of the screen further lines typed
in will cause the screen to 'scroll'; every line is shifted up so that
you always see the last 16 lines of what has been typed, and the top
line of text on the screen will be lost.
1.5 Storing Text
Any line typed after the ATOM's '>' prompt which starts with a number
is not executed, but stored as text in the ATOM's memory. Any type of
input can be stored in this way; it could be the text of a document, a
program in BASIC, an assembler program, or data for a program. This
section shows how to enter a piece of text, which can then be stored
on cassette, edited, or output to a printer. The same method would be
used for entering a program.
The line must start with a line number, which can be any number
within the range 1 to 32767, and there is no need to use consecutive
line numbers for consecutive lines; indeed, it is wise to choose line
numbers spaced by about 10 as you will soon realise. After the line
number you should type the line of text. For example, enter the
following:
10 IN XANADU DID KUBLA KHAN
20 A STATELY PLEASURE-DOME DECREE:
30 WHERE ALPH, THE SACRED RIVER, RAN
40 DOWN TO A SUNLESS SEA.
Remember to type RETURN at the end of each line. Each line number can
be followed by up to 64 characters; if you try to type more than 64
characters the ATOM will refuse to proceed until you have deleted some
characters.
The reason for spacing line numbers somewhat apart is that it is
then a simple matter to insert new lines between existing lines. For
example, to insert a line before line 40, type:
36 THROUGH CAVERNS MEASURELESS TO MAN
The computer will sort the lines into the right order, according to
their line numbers, irrespective of the order in which you entered
them.
1.6 Commands
Commands typed in after the '>' prompt, without a preceding line
number, and followed by RETURN, are executed immediately by ATOM
rather than being stored in its memory. For example, now type the
command:
LIST
This will cause the stored text to be typed out:
10 IN XANADU DID KUBLA KHAN
20 A STATELY PLEASURE-DOME DECREE:
30 WHERE ALPH, THE SACRED RIVER, RAN
36 THROUGH CAVERNS MEASURELESS TO MAN
40 DOWN TO A SUNLESS SEA.
There are several options with the LIST command. For example:
LIST 10 will list line 10 only.
LIST 20,40 will list lines 20 to 40 inclusive.
LIST 20, will list line 20 onwards.
LIST ,30 will list up to line 30.
A listing can be stopped by typing ESC (escape).
1.7 Editing
One powerful feature of the ATOM's text and program storage is that
stored lines can be modified very simply by typing the same line
number followed by the new version. For example, to change line 20 in
the text just type:
20 NEW LINE TWO
and try listing the program again to see the effect.
To delete a line simply type the line number followed by RETURN.
1.8 Other Commands
Some other useful commands are described here:
NEW will clear the stored text so that a new piece of text can be
typed in. It should always be typed before entering a new piece of
text.
OLD can be typed after typing BREAK to retrieve the text previously in
7
memory. Note that you should only type OLD if there is already text in
memory.
1.9 Errors
By now you the ATOM will probably have made a 'bleep' followed by the
message:
ERROR X
where X is the error code number. There are two possible reasons for
errors:
1. You typed something, probably a command, that the ATOM was not
expecting or could not interpret.
2. The ATOM was commanded to do something that it could not do.
For example, typing 'ABC' followed by a RETURN will give the error
message:
ERROR 94
which is probably the most common error; it means that 'ABC' was not a
legal command.
Remember that it is impossible to cause physical damage to the
ATOM, whatever you type at the keyboard. The worst you can do is to
lose the stored text, and even that is extremely unlikely. Most errors
are really warnings, and a complete explanation of all the error codes
is given in Chapter 27.
1.10 Saving Text or Programs on Tape
Having entered some stored text into the ATOM's memory, this section
will show how to save this text, and load it back at a later time.
Text and programs can be saved on standard cassette (or
reel-to-reel) tapes using the ATOM's cassette interface. Connect the
cassette output from the ATOM to the input of a cassette recorder, and
the output from the recorder to the input of the ATOM. The tape load
routine uses software averaging techniques to minimise the likelihood
of errors on loading, and no trouble should be experienced in
transferring tapes from one machine to another.
1.10.1 Setting Up
Before loading and saving files using the cassette interface it is
worth entering the following simple routines to check that the
cassette system is working correctly, and to find out the best setting
of the recorder's volume control.
Enter the following line after the ATOM's prompt:
DO BPUT A,88; WAIT; WAIT; WAIT; WAIT; UNTIL 0
Type RETURN and record on the recorder for a few minutes. To stop the
program type ESC (escape). This program has recorded a sequence of Xs,
in coded form, on the tape. If you play it back it should sound like a
series of short buzzes.
Now enter the following line, which is a program to read
characters from the tape and print them on the screen:
DO PRINT $BGET A; UNTIL 0
The dollar symbol is obtained by holding the SHIFT key down and typing
'4'. Press RETURN, rewind the tape, and play back the 'X's that you
recorded. If all is well a stream of 'X's should be printed out, and
adjust the volume setting on the recorder so that no other characters
appear, indicating errors. When you are satisfied that all is well,
8
proceed to the next section.
1.10.2 Text Files
The information is stored as a stream of audible tones on tape; each
section of information is referred to as a 'file'. Several different
files can be saved on one tape, and they are identified by having
unique 'filenames'. Filenames can be anything containing up to 16
letters, digits, or spaces: suitable names are "DATA FILE", "22/4/80",
etc.
1.10.3 SAVE
First check that the stored text is still there by typing LIST. To
save the stored text to tape, type:
SAVE "EXAMPLE"
where "EXAMPLE" is the filename chosen for illustration. Type RETURN,
and the message:
RECORD TAPE
will be printed on the screen. Put the tape recorder to record, and
allow the tape to run well past the leader. Now type RETURN (or any
other key) and the cursor will move to the start of the next line,
indicating that the text is being recorded. After a short delay the
'>' prompt will reappear, and you can turn the tape-recorder off.
1.10.4 *CAT
The *CAT command will give a complete catalogue of all the files ona
cassette. The '*' asterisk is used to distinguish the cassette
operating-system commands from the BASIC commands. Rewind the tape and
type:
*CAT
The ATOM will reply with:
PLAY TAPE
and you should then play the tape, and press any key to start the
catalogue. As a file is encountered on the tape the filename will be
printed out, together with additional information about the file:
EXAMPLE XXXX XXXX XXXX XX
where the 'X's represent four numbers which you can ignore for the
moment (see Section 19.3 for details).
When you have finished you can get back to the '>' prompt by
typing CTRL (control).
1.10.5 LOAD
Switch off the ATOM, in order to cause the saved text to be lost, and
then switch on again and type:
LOAD "EXAMPLE"
The ATOM will reply with:
PLAY TAPE
and the tape should be rewound and played, and RETURN pressed. The
computer will search through the tape for a file of the specified
filename, EXAMPLE in this case, and then load it into its memory. If
all is well the prompt should reappear, and then typing:
LIST
will give a listing of the text that was previously saved.
1.10.6 File Blocks
If you save a long file on tape, and play it back, you will discover
that it is broken up into a number of short blocks, with gaps in
between, and that when the file is catalogued its name appears several
times, once for each block. This is done for greater reliability, and
if the tape is damaged in the middle of one block it will still be
possible to load back the other blocks of the file.
One further message that may be given when loading tapes is:
REWIND TAPE
This implies that you have started playing the tape in the middle of
the file you wanted to load. Rewind the tape, press RETURN, and the
message:
PLAY TAPE
will be given again.
1.10.7 Errors when Using Tape
If an error is found when loading back a tape file, the message:
SUM
ERROR 6
is given. This might be caused by bad adjustment of the tape-recorder
playback volume, a damaged or dirty tape, or recording a file over
part of a previous file.
If you choose an invalid name for a file, the message:
NAME
ERROR 118
will be given.
10
2 Calculating in BASIC
The ATOM computer understands a language called BASIC which, because
of the ease of writing programs in it, has become the most popular
language for use on small computer systems. BASIC was invented in 1964
at Dartmouth College, New Hampshire, and it stands for Beginner's
All-purpose Symbolic Instruction Code. This chapter introduces some of
the facilities available in the BASIC language.
The BASIC language consists of 'statements', '‘operators', and
'functions'. The 'statements' are words like PRINT and INPUT which
tell the computer what you want to do; they are followed by the things
you want the computer to operate on.
The ‘operators’ are special symbols such as the mathematical signs
'+’ and '-' meaning 'add' and ‘subtract'.
The 'functions' are words like the statements, but they have a
numerical value; for example, RND is a function which has a random
value.
2.1 PRINT
This is by far the most useful BASIC statement; it enables programs to
print out the results of their calculations.
Try typing:
PRINT 7+3
The ATOM will print:
10>
The '>' prompt reappears immediately after the answer, 10, is printed
out. This is the best way to use BASIC as a simple calculator; type
PRINT followed by the expression you want to evaluate.
Try the effect of the following:
PRINT 7-3
PRINT 7%*3
PRINT 7/3
You will discover that '*’ means multiply; it is the standard multiply
symbol on all computers. Also '/’ means divide, but you may be
surprised that the answer to 7/3 is given as 2, not 2 and 1/2. ATOM
BASIC only deals in whole numbers, or integers, so the remainder after
the division is lost. The remainder can be obtained by typing:
PRINT 7%3
The '%' operator means ‘give remainder of division'.
More complex expressions are evaluated according to the standard
rules of mathematics, so the expression:
PRINT 2+3%*4-5
has the result 9. Multiplications and divisions are performed first,
followed by additions and subtractions. Round brackets can be used to
make sure that operations are performed in the correct order; anything
enclosed in brackets is evaluated first. Thus the above expression
could also be written:
11
PRINT (2+(3*4))-5
There is no limit to the complexity of expressions that ATOM BASIC can
evaluate, provided they will fit on two lines of the VDU. You will
notice that ATOM BASIC calculates extremely rapidly. Try typing:
PRINT 9*9*9*9*9*9*Q*Q*Q
ATOM BASIC can calculate with numbers between about 2000 million
and -2000 million, which gives an accuracy of between nine and ten
digits. Furthermore, because whole numbers are used, all calculations
in this range are exact.
2.1.1 Printing Several Things
You can print the results of several calculations in one PRINT
statement by separating them with commas:
PRINT 7, 7*7, 7*7*7, 7*#7*7*7
which will print out:
7 49 343 2401
Note that each number is printed out on the right-hand side of a
column eight characters wide. This ensures that when large numbers of
results are printed out they will be in neat columns on the screen.
2.1.2 Printing Strings
PRINT can also be used to print out words, or indeed, any required
group of characters. Arbitrary groups of characters are referred to
simply as 'strings', and to identify the characters as a string they
are enclosed in double quotes. For example:
PRINT "THE RESULT"
will cause:
THE RESULT>
to be printed out. The characters in quotes are copied faithfully,
exactly as they appear in the PRINT statement. Thus you could type:
PRINT "55*66=", 55*66
where the expression inside quotes is a string just like any other.
This would print out:
55*66= 3630>
2.2 Variables - A to Z
You will probably be familiar with the use of letters, such as X and
N, to denote unknown quantities. E.g.: "the nth. degree", "X marks the
spot", etc. In ATOM BASIC any letter of the alphabet, A to Z, may be
used to denote an unknown quantity, and these are called ‘'variables'.
The equals sign ‘'=' is used to assign a particular value to a
variable. For example, typing:
X=6
will assign the value 6 to X. Now try:
PRINT X
and, as expected, the value of X will be printed out. Note the
difference between this and:
PRINT "X"
12
The assignment statement 'X=6' should be read as 'X becomes 6' because
it denotes an operation which changes the value of X, rather than a
statement of fact about X. The following statement:
X=X+1
is perfectly reasonable, and adds 1 to the previous value of X. In
words, the new value of X is to become the old value of X plus one.
Now that we can use variables to stand for numbers, they can
also be used in expressions. For example, to print the first four
powers of 12 we can type:
T=12
PRINT T, T*T, T*T*T, T*eT*T*T
2.3 Getting the Right Answer
Suppose you wanted to calculate half of 777. You might type:
PRINT 777/2
and you would get the answer 388. Then, to get the remainder, you
would type:
PRINT 77732
and the answer will be 1. So the exact answer is 388 and one half.
Suppose, however, you decided to try:
PRINT 1/2*777
thinking it would give ‘a half times 777', you would be surprised to
get the answer 0. The reason lies in the fact that the calculation is
worked out from left to right in several stages, and at every stage
only the whole-number part of the result is kept. First 1/2 is
calculated, and the result is 0 because the remainder is not saved.
Then this is multiplied by 777 to give 0!
Fortunately there is a simple rule to avoid problems like this:
Do Divisions Last!
The division operation is the only one that can cause a loss of
accuracy; all the other operations are exact. By doing divisions last
the loss of accuracy is minimised.
Applying this rule to the previous example, the division by two
should be done last:
PRINT (1*777)/2
which is obviously the same as what was written earlier.
2.3.1 Fixed-Point Calculations
An alternative way to find half of 777 is to imagine the decimal point
moved one place to the right, and write:
PRINT 7770/2
The result will then be 3885, or, with the decimal point moved back to
the correct place, 388.5. For example, in an accounting program you
would use numbers to represent pence, rather than pounds. You could
then work with sums of up to 20 million pounds. Results could be
printed out as follows:
PRINT R/100, "POUNDS", R%100, "PENCE"
2.4 Print Field Size - '@'
Numbers are normally printed out right-justified in a field of 8
character spaces. If the number needs more than 8 spaces the field
13
size will be exceeded, and the number will be printed in full without
any extra spaces. Note that the minus sign is included in the field
size for negative numbers.
It is sometimes convenient to alter the size of the print field.
The variable '@' determines this size, and can be altered for other
field widths. For example:
@=32
will print one number per line, because there are 32 character
positions on each line.
The value of '0’ can be zero, in which case no extra spaces will
be inserted before the numbers.
2.5 Printing a New Line
A single quote in a PRINT statement will cause a return to the start
of the next line. Thus:
PRINT "A" to "TM to wgCm or ouye
will print out:
VSOH DP
This is an improvement over most other versions of BASIC, which would
require four separate PRINT statements for this example.
2.6 Multiple-Statement Lines - ';'
ATOM BASIC allows any number of statements to be strung together on
each line provided they are separated by semicolons. For example the
following line:
A=1;B=2;C=3;PRINT A,B,C'
will print:
1 2 3
2.7 Hexadecimal Numbers
Numbers can also be represented in a notation called 'hexadecimal'
which is especially useful for representing addresses in the computer.
Hexadecimal notation is explained in section 13.1.1; all that needs to
be mentioned here is that hexadecimal notation is just an alternative
way of writing numbers which makes use of the digits 0 to 9 and the
letters A to F. The '#' symbol, called 'hash', is used to introduce a
hexadecimal number. Thus #E9 is a perfectly good hexadecimal number
(nothing to do with the variable E).
PRINT #8000
will print:
32768>
The PRINT statement prints the number out in decimal. #8000 is the
address of the display area, and is a more convenient way of
specifying this address than its decimal equivalent.
A number can be printed in hexadecimal by prefixing it with an '&'
ampersand in the PRINT statement. Thus:
PRINT &32768
14
will print:
8000>
2.8 Logical Operations
In addition to the arithmetic operations already described, ATOM BASIC
provides three operations called ‘logical operations': '&' (AND), '{N'
(OR), and ':' (Exclusive-OR). These are all operations between two
numbers, so there is no danger of confusing this use of '&' with its
use to specify printing in hex as covered in the previous section.
These are especially useful when controlling external devices from a
BASIC program. Note that the ']' symbol is obtained on the keyboard by
typing ‘shift \', and it will appear on the display as an inverted
os a
The following table gives the results of these three operations
for the numbers 0 and 1:
Operands A&B ANB A: B
A B
0 0 0 0 0
0 1 0 1 al
1 0 0 1 1
1 1 1 1 0
Try typing the following:
PRINT 0 & 1
PRINT 1) 1
PRINT 1: 1
and verify that the results agree with the table.
2.9 Peeking and Poking
Many BASICs have PEEK and POKE functions which do the following:
PEEK looks at the contents of a place in memory, or memory location
POKE changes the contents of a memory location.
The '?' operator, called 'query', is used for poking and peeking in
ATOM BASIC and it provides a more elegant mechanism than the two
functions provided in other BASICs.
The contents of some memory location whose address is A is given
by typing:
PRINT ?A
For example, to look at the contents of location #C000 type:
PRINT ?#C000
and the result will be 60 (this is the first location in the ATOM
ROM).
To change the contents of a location whose address is A to 13 just
type:
?A=13
For example, to change the contents of the memory’ location
corresponding to the top left-hand corner of the screen type:
15
2?#8000=127
and a white block will appear in the top left of the screen (see
section 18.5 for an explanation).
As another useful example try:
?#E1=0
which will turn the cursor off. To turn the cursor back on again type:
2?#E1=#80
16
3 Planning a Program
The first step in writing a program, whether it will eventually be
programmed in BASIC or Assembler, is to express your problem in terms
of simple steps that the computer can understand.
The Atom could be put to an immense number of different uses;
anything from solving mathematical problems, controlling external
equipment, playing games, accounting and book-keeping, waveform
processing, document preparation...etc. The list is endless. Obviously
all these applications cannot be included in a computer's repertoire
of operations. Instead what is provided is a versatile set of more
fundamental operations and functions which, in combination, can be
used to solve such problems.
It is therefore up to you to become familiar with the fundamental
operations that are provided, and learn how to solve problems by
combining these operations into programs.
Programming is rather like trying to explain to a novice cook, who
understands little more than the meanings of the operations 'stir',
"boil’, etc, how to bake a cake. The recipe corresponds to the
program; it consists of a list of simple operations 'stir', 'bake',
with certain objects such as 'flour', ‘eggs':
Recipe 1. Sponge Cake
1. Mix together 4 oz. sugar and 4 oz. butter.
2. Stir in 2 eggs.
3. Stir in 4 oz. flour.
4. Put into tins.
5. Bake for 20 mins. at Mark 4.
6. Remove from oven and eat.
7. END
The recipe is written so that, provided all the ingredients are
already to hand, the cook can follow each command in turn without
having to look ahead and worry about what is to come.
Similarly, a computer only executes one operation at a time, and
cannot look ahead at what is to come.
3.1 Flowcharts
Before writing a program in BASIC or Assembler it is a good idea to
draw a 'flowchart' indicating the operations required, and the order
in which they should be performed. The generally accepted standard is
for operations to be drawn inside rectangular boxes, with lines
linking these boxes to show the flow of control. A simple flowchart
for the program to bake a cake might be drawn as follows:
17
START
Mix together
4 oz. sugar
4 oz. butter
Stir in two
eggs.
Stir in 4 oz.
flour.
Bake for 20
mins.
END
3.2 Decisions
Many recipes do not just contain a sequence of steps to be performed,
but contain conditions under which several different courses of action
should be taken. For example, for a perfect cake line 5 would be
better written:
5. Bake until golden brown.
It would then be necessary to open the oven door every five minutes
and make a decision about the colour of the cake. Decisions are
represented in flowcharts by diamond-shaped boxes, with multiple exits
labelled with the possible outcomes of the decision. The new flowchart
would then be:
18
START
Mix together
4 oz. sugar
4 oz. butter
Stir in two
eggs.
Stir in 4 oz.
flour.
Bake for 20
mins.
END
The action ‘bake for 5 mins.' is repeatedly performed until the test
‘is it brown?' gives the answer 'yes'. Of course the program would go
dramatically wrong if the oven were not switched on; the program would
remain trapped in a loop.
With these two simple concepts, the action and the decision,
almost anything can be flowcharted. Part of the trick in flowcharting
programs is to decide how much detail to put into the flowchart. For
example, in the cake program it would be possible to add the test ‘is
butter and sugar mixed?' and if not, loop back to the operation 'mix
butter and sugar'. Usually flowcharts should be kept as short as
possible so that the logic of the program is not obscured by a lot of
unnecessary fine detail.
3.3 Counting
Recipes sometimes require a particular series of operations to be
performed a fixed number of times. The following recipe for puff
pastry illustrates this:
Recipe 2. Puff Pastry
1. Mix 6 oz. flour with 2 oz. butter.
2. Roll out pastry.
3. Spread with 2 oz. butter.
19
4. Fold in half.
5. Repeat steps 2 to 4 a further 3 times.
6. END
In this recipe the cook has to perform operations a total of 4 times.
A cook would probably keep a mental note of how many times he has
performed these operations; for the sake of the flowchart it is
convenient to give the number of operations a label, such as T. The
flowchart of the puff pastry recipe would then be:
START
Mix together
6 oz. Flour
2 oz butter
Roll out
pastry.
Spread with
2 oz. butter
| aastton |
END
The loop consisting of statements 2 to 4 is performed 4 times; the
test at the end gives the answer ‘'no' for T=1, 2, and 3, and the
answer ‘yes' for T=4.
To perform an operation several times in a BASIC or Assembler
program an identical method can be used; a counter, such as T, is used
to count the number of operations and the counter is tested each time
to determine whether enough operations have been completed.
3.4 Subroutines
A recipe may include a reference to another recipe. For example, a
typical recipe for apple tart might be as follows:
20
Recipe 3. Apple Tart
1. Peel and core 6 cooking apples.
2. Make pastry as in recipe 2.
3. Line tart tin with pastry.
4. Put in apple.
5. Bake for 40 mins. mark 4.
6. END
To perform step 2 it is necessary to insert a marker in the book at
the place of the original recipe, find the new recipe and follow it,
and then return to the original recipe and carry on at the next
statement.
In computer programming a reference to a separate routine is
termed a 'subroutine call'. The main recipe, for apple tart, is the
main routine; one of its statements calls the recipe for puff pastry,
the subroutine. Note that the subroutine could be referred to many
times throughout the recipe book; in the recipe for steak and kidney
pie, for example. One reason for giving it separately is to save
space; otherwise it would have to be reproduced for every recipe that
needed it.
Note that, in order not to lose his place, the cook needed a
marker to insert in the recipe book so that he should know where to
return to at the end of the subroutine. In BASIC or assembler programs
the computer keeps a record of where you were when you call a
subroutine, and returns you there automatically at the end of the
subroutine. In other respects, the process of executing a subroutine
on a computer is just like this analogy.
3.5 Planning a Program
Before writing a program in BASIC or Assembler it is a good idea to
express the problem in one of the forms used in this chapter:
1. As a list of numbered steps describing, in words, exactly what to
do at each step.
2. As a flowchart using the following symbols:
for actions
for decisions
START start of program
END end of program
Having done this, the job of writing the program in BASIC or Assembler
will be relatively easy.
21
22
4. Writing a BASIC Program
Commands and statements typed after the ATOM's prompt are executed
immediately, as we have seen in Chapter 3. However if you start the
line with a number, the line is not executed but stored as text in the
ATOM's memory.
4.1 RUN
First type 'NEW' to clear the text area. Then try typing in the
following:
10 PRINT "A PROGRAM!"
20 END
When these lines have been typed in you can list the text by typing
LIST. Now type:
RUN
The stored text will be executed, one statement at a time, starting
with the lowest-numbered statement, and the message 'A PROGRAM!' will
be printed out. The text you entered formed a 'program', and the
program was executed, statement by statement, when you typed RUN. The
END statement is used to stop execution of the program; if it is
omitted an error message will be given.
4.2 INPUT
Type NEW again, and then enter the following program:
10 INPUT N
20 N=N+1
30 PRINT N
40 END
The INPUT statement enables you to supply numbers to a running
program. When it is executed it will print a question mark and wait
for a number to be typed in. The variable specified in the INPUT
statement will then be set to the value typed in. To illustrate, type:
RUN
The program will add 1 to the number you type in; try running it again
and try different numbers.
The INPUT statement may contain more than one variable; a question
mark will be printed for each one, and the values typed in will be
assigned to the variables in turn.
The INPUT statement may also contain strings; these will be
printed out before each question mark. The following program
illustrates this; it converts Fahrenheit to Celsius (Centigrade),
giving the answer to the nearest degree:
10 INPUT "FAHRENHEIT" F
20 PRINT (10*F-315)/18 " CELSIUS" '
30 END
23
The value, in Fahrenheit, is stored in the variable F. The expression
in the PRINT statement converts this to Celsius.
4.3 Comments - REM
The REM statement means ‘remark’; everything on the line following the
REM statement will be ignored when the program is being executed, so
it can be used to insert comments into a program. For example:
5 REM PROGRAM FOR TEMPERATURE CONVERSION
4.4 Functions
Functions are operations that return a value. Functions are like
statements in that they have names, consisting of a sequence of
letters, but unlike statements they return a value and so can appear
within expressions.
4.4.1 RND
The RND function returns a random number with a value anywhere between
the most negative and most positive numbers that can be represented in
BASIC. To obtain smaller random numbers the '%' remainder operator can
be used; for example:
PRINT RND3%4
will print a number between -3 and +3.
4.4.2 TOP
TOP returns the address of the first free memory location after the
BASIC program.
PRINT &TOP
will print TOP in hexadecimal. This will be #8202 if you have not
entered a program (or have just typed NEW) on the unexpanded ATOM, and
#2902 on an expanded ATOM.
PRINT TOP-#8200
is a useful way of finding out how many bytes are used up by a
program; on an unexpanded ATOM there is a total of 512 bytes for
programs.
4.4.3 ABS
The ABS function can be used to give the absolute or positive value of
a number; the number is written in brackets after the function name.
For example:
PRINT ABS(-57)
will print 57. One use of ABS is in generating positive random
numbers. For example:
PRINT ABS(RND)%6
gives a random number between 0 and 5.
4.5 Escape — ESC
It is possible to create programs which will never stop; see the
following example in section 4.6. The escape key 'ESC' at the top left
of the keyboard will stop any BASIC program and return control to the
'>" prompt.
24
4.6 GOTO
In the above programs the statements were simply executed in ascending
order of their line numbers. However it is sometimes necessary to
transfer control forwards or backwards to somewhere other than the
next numbered statement. The GOTO (go to) statement is used for this
purpose; the GOTO statement specifies the statement to be executed
next. For example, type:
1 REM Stars
10 PRINT "*"
20 GOTO 10
A flowchart for this program makes it clear that the program will
never stop printing stars:
START
To stop the program you will have to type ESC (escape).
4.6.1 Labels - a to z
ATOM BASIC offers another option for the GOTO statement. Instead of
giving the number of the statement to be executed next, a statement
can be designated by a '‘'label', and the GOTO is followed by the
required label.
A label can be one of the lower-case letters a to z, which are
obtained on the ATOM by typing the letter with the shift key held
down. Labels appear on the VDU as upper-case inverted letters, so they
are very easily identified in programs. For typographical convenience
labels will be represented as lower-case letters in this manual.
To illustrate the use of labels, rewrite the ’STARS' program as
follows, using the label 's':
10s PRINT "*"
20 GOTO s
Note that there must be no spaces between the line number and the
label.
There are two advantages to using labels, rather than line
numbers, in GOTO statements. First, programs are clearer, and do not
depend on how the program lines are numbered. Secondly, the GOTO
statement is faster using a label than using a line number. To
demonstrate this, enter the following program which generates a tone
of 187 Hz in the loudspeaker:
10 P=#B002
20a ?P=?P:4; GOTO a
This program works as follows: P is the location corresponding to the
input/output port, and exclusive-ORing this location with 4 will
change the output line connected to the loudspeaker. The frequency
generated implies that the statements on line 20 are executed in about
2.5 milliseconds (twice per cycle).
25
Try removing the label and rewrite the program as follows:
10 P=#B002
20 ?P=?P:4; GOTO 20
The GOTO statement is now slightly slower, and the tone generated will
have the lower frequency of 144 Hz. The highest frequency that can be
generated by a BASIC program is 322 Hz, as follows:
10 REM 322 Hz
20 P=#B002
30 FOR Z=0 TO 10000000 STEP 4;?P=Z;N
To play tunes you will need to use an assembler program; see Section
15.4.
4.6.2 Switches
The GOTO statement may be followed by any expression which evaluates
to a valid line number; for example:
10 REM Two-Way Switch
20 INPUT "TYPE 1 OR 2" L
30 GOTO (40*L)
40 PRINT "ONE"
50 END
80 PRINT "TWO"
90 END
If L is 1 the expression (40*L) will be equal to 40, and the program
will print 'ONE'. If L is 2 the expression will be equal to 80 and the
program will print 'TWO’. The flowchart for this program is as
follows:
START
Print
"Type 1 or 2'
Read value
for L
Print 'ONE' Print 'TWO'
END END
4.6.3 Multi-Way Switches
Finally here is an example of a multi-way switch using GOTO. The
program calculates a random number between 0 and 5 and then goes to a
26
line number between 30 and 35. Each of these lines consists of a PRINT
statement which prints the face of a dice. The single quote in the
print statement gives a 'return' to the start of the next line.
10 REM Dice Tossing
20 GOTO (30+ABS(RND) $6)
30 PRINT'" *"''; END
31 PRINT" eure, END
32 PRINT" kM a END
33 PRINT"™* ¥uttue aM END
34 PRINT™* ¥UtN RMT es END
35 PRINT"™* *¥U'M ke RUE Ms END
Description of Program:
20 Choose random number between 30 and 35
30-35 Print corresponding face of a dice
Sample runs:
>RUN
4.7 Graphics
The ATOM has no less than 9 different graphics modes available from
BASIC. This section provides a brief introduction to graphics mode 0,
the lowest resolution mode, which is available on the unexpanded ATOM.
With more memory added to the ATOM the other graphics modes are
available, and these are explained in Chapter 11. A special feature of
mode 0 is that it is possible to mix graphics with any of the ATOM's
characters.
Graphics treats the screen as a piece of graph paper on which it
is possible to draw lines and plot points. Points on the screen are
called ‘picture elements' or ‘pixels' for short, because they are
actually small squares. Each pixel on the screen is specified by its
coordinates in the two directions, horizontal and vertical, and these
coordinates will be referred to as X and Y respectively. The graphics
screen is labelled as follows in mode 0:
0,47 63,47
Y
0,0 X¥— >» 63,0
27
4.7.1 CLEAR
To prepare the screen for graphics the statement CLEAR is used. It is
followed by the graphics mode number. On the unexpanded ATOM the only
legal option is:
CLEAR 0
4.7.2 MOVE
Any point on the screen can be specified by moving the ‘graphics
cursor' to that point with the MOVE statement. The graphics cursor
does not show on the screen, and it is different from the ordinary
cursor which is visible in character mode. The format of the statement
is:
MOVE X,Y
where X and Y can be numbers, or arbitrary expressions provided they
are enclosed in brackets. For example, to move the graphics cursor to
the origin, X=0 Y=0, type:
MOVE 0,0
The MOVE statement will normally be the first graphics statement of
any program.
4.7.3 DRAW
The DRAW statement will plot a line anywhere on the screen. The line
starts from the position of the graphics cursor, and ends at the point
specified in the statement, and tie graphics cursor will be moved to
that point. For example:
DRAW 63,47
will draw a line to the top right-hand corner of the screen, and leave
the graphics cursor at that point. It is quite legal, and safe, to
draw off the screen; the line will just not appear.
4.7.4 Example
The following simple program will draw a rectangle, rotated by the
amount entered for R. Try typing in numbers between 0 and 47 for R:
10 REM Rotating Rectangle
20 X=63; Y=47
30 INPUT R
40 CLEAR 0
50 MOVE R,0
60 DRAW X,R; DRAW (X-R),Y
70 DRAW 0,(Y-R); DRAW R,0
80 GOTO 30
4.7.5 Plotting Points
One way of plotting a single point at X,Y on the screen is to write:
MOVE X,Y; DRAW X,Y
A more elegant way is given in Section 11.3.
4.8 Conditions - IF...THEN
One of the most useful facilities in BASIC is the ability to execute a
statement only under certain specified conditions. To do this the
IF...THEN statement is used; for example:
28
IF A=0 THEN PRINT "ZERO"
will execute the PRINT statement, and print "ZERO", only if the
condition A=0 is true; otherwise everything after THEN will be skipped
and execution will continue with the next line.
4.8.1 Relational Operators
The part of the IF...THEN statement after the IF is the 'condition'
which can be any two expressions separated by a ‘relational operator'
which compares the two expressions. Six different relational operators
can be used:
= equal <> not equal
> greater than <= less than or equal
< less than >= greater than or equal
where each operator on the left is the opposite of the operator on the
right.
The expressions on each side of the relational operators can be as
complicated as required, and the order is unimportant. There is no
need to put brackets around the expressions.
For example, the following program prints one of three messages
depending on whether a number typed in is less than 7, equal to 7, or
greater than 7:
10 REM Guess a number
20 INPUT"GUESS A NUMBER" N
30 IF N<7 THEN PRINT "TOO SMALL"
40 IF N=7 THEN PRINT "CORRECT!"
50 IF N>7 THEN PRINT "TOO LARGE"
60 END
A flowchart for this program is as follows:
29
START
Print 'GUESS
A NUMBER'
Input N
yes
Print
‘Too Small'
yes
Print
"Correct!'
yes
Print
'Too Large'
END
4.8.2 THEN Statement
The statement after THEN can be any statement, even an assignment
statement as in:
IF A=7 THEN A=6
Note that the meaning of each '=' sign is different. The first 'A=7'
is a condition which can be either true or false; the second 'A=6' is
an assignment statement which instructs the computer to set the
variable A to the value 6. To make this distinction clear the above
statement should be read as: 'If A is equal to 7 then A becomes 6'.
4.8.3 Conjunctions - AND and OR
Conditions can be strung together using the conjunctions AND and OR,
so, for example:
10 INPUT A,B
20 IF A=2 AND B=2 THEN PRINT "BOTH"
30 GOTO 10
30
will only print "BOTH" if both A and B are given the value 2.
Alternatively:
10 INPUT A,B
20 IF A=2 OR B=2 THEN PRINT "EITHER"
30 GOTO 10
will only print "EITHER" if at least one of A and B is equal to 2.
4.9 Logical Variables
An alternative form for the condition in an IF...THEN statement is to
specify a variable whose value denotes either 'true' or 'false'. The
values 'true’ and 'false' are represented by 1 and 0 respectively, so:
A=1; B=0
sets A to 'true' and B 'false'. Logical variables can be used in place
of conditions in the IF statement; for example:
IF A THEN PRINT "TRUE"
will print "TRUE".
A logical variable can also be set to the value of a condition:
A=(L=100)
This statement will set A to 'true' if L is 100, and to 'false’
otherwise. The condition must be placed in brackets as shown.
4.10 Iteration
One way of printing the powers of 2 would be to write:
10 REM Powers of Two
20 P=1; T=2; @=0
30: PRING. "2. 4-% (Po * a Ry
40 T=T*2; P=P+1
50 GOTO 30
which will print out:
2° 1=2
2°2=4
2° 3=8
2° 4= 16
2 * 5 = 32
2 * 6 = 64
and so on without stopping. This is a bit inelegant; suppose we wished
to print out just the first 12 powers of 2. It is simply a matter of
detecting when the 12th. power has just been printed out, and stopping
then. This can be done with the IF statement as follows:
10 REM First Twelve Powers of Two
20 P=1; T=2; @=0
30 PRINT "2 *~ ", P, "=", T'!
40 T=T*2; P=P+1
50 IF P<=12 GOTO 30
60 END
The IF statement is followed by a GOTO statement; if P is less than 12
the condition will be true, and the program will go back to line 30.
31
After the twelth power of 2 has been printed out P will have the value
13, which is not less than or equal to 12, and so the program will
stop.
With the IF statement we have the ability to make the computer do
vast amounts of work as a result of very little effort on our part.
For example we can print 256 exclamation marks simply by running the
following program:
10 I=0
20 PRINT"!"; I=I+1
30 IF I<256 GOTO 20
40 END
4.10.1 Cubic Curve
Perhaps a more useful example is the following program,
calculates the value of:
x3 - 600x
for 64 values of x and plots a graph of the resulting curve:
1 REM Cubic Curve
10 CLEAR 0
20 MOVE 0,24; DRAW 63,24
30 MOVE 32,0; DRAW 32,47
40 MOVE -1,-1
50 xX=-33
55 Y=(X*X*X-600*X)/400
60 DRAW (32+X),(24+Y)
70 X=X+1
80 IF X<33 THEN GOTO 55
90 END
Description of Program:
10 Use graphics mode 0
20-30 Draw axes
40 Move graphics cursor off screen
50-80 Plot curve for values of X from -32 to 32
55 Equation to be evaluated divided by 400 to bring the
interesting part of the cubic curve into range
60 Draw to next point, with origin at (32,24).
Program size: 190 bytes
32
which
le Loops
The previous section showed how the IF statement could be used to
cause the same statements to be executed several times. Recall the
program:
10 I=0
20 PRINT"! "; I=I+1
30 IF I<256 GOTO 20
40 END
which prints out 256 exclamation marks (half a screen full). This
iterative loop is such a frequently-used operation in BASIC that all
BASICS provide a special pair of statements for this purpose, and ATOM
BASIC provides a second type of loop for greater flexibility.
5.1 FOR...NEXT Loops
The FOR statement, together with the NEXT statement, causes a set of
statements to be executed for a range of values of a _ specified
variable. To illustrate, the above example can be rewritten using a
FOR...NEXT loop as follows:
10 FOR I=1 TO 256
20 PRINT "!"
30 NEXT I
40 END
The FOR statement specifies that the statements up to the matching
NEXT statement should be executed for each value of I from 1 to 256
(inclusive). In this example there is one statement between the FOR
and NEXT statements, namely:
PRINT "!"
This statement has been indented in the program to make the loop
structure clearer; in fact the spaces are ignored by BASIC.
The NEXT statement specifies the variable that was specified in
the corresponding FOR statement. This variable, I in the above
example, is called the ‘control variable' of the loop; it can be any
of the variables A to Z.
The value of the control variable can be used inside the loop, if
required. To illustrate, the following program prints out all
multiples of 12 up to 12*12:
10 FOR M=1 TO 12
20 PRINT M*12
30 NEXT M
40 END
The range of values specified in the FOR statement can be anything you
wish, even arbitrary expressions. Remember, though, that the loop is
always executed at least once, so the program:
33
10 FOR N=1 TO 0
20 PRINT N
30 NEXT N
40 END
will print '1l' before stopping.
5.1.1 STEP Size
It is also possible to specify a STEP size in the FOR statement; the
STEP size will be added to the control variable each time round the
loop, until the control variable exceeds the value specified after TO.
If the STEP size is omitted it is assumed to be 1. This provides us
with an alternative way of printing the multiples of 12:
10 FOR M=12 TO 12*12 STEP 12
20 PRINT M
30 NEXT M
40 END
5.1.2 Graph Plotting Using FOR...NEXT
The FOR...NEXT loop is extremely useful when plotting graphs using the
ATOM's graphics facilities. Try rewriting the Cubic Curve program of
Section 4.10.1 using a FOR...NEXT loop.
The following curve-stitching program is quite fun, especially in
the higher graphics modes. It simulates the curves produced by
stitching with threads stretched between two lines of holes in a
square of cardboard. The curve produced as the envelope of all the
threads is a parabola:
1 REM Curve Stitching in a Square
10 V=46
20 INPUT Q
30 CLEAR 0
40 FOR Z=0 TO V STEP Q; Y=V-Z
50 MOVE 0,2; DRAW Y,0
60 MOVE Y,V; DRAW V,Z
70 NEXT Z
80 END
The value of Q typed in should be between 2 and 9 for best results; V
determines the size of the square that is drawn. The program works
best when V is a multiple of Q.
5.2 DO...UNTIL Loops
ATOM BASIC provides an alternative pair of loop-control statements: DO
and UNTIL. The UNTIL statement is followed by a condition, and
everything between the DO statement and the UNTIL statement is
repeatedly executed until the condition becomes true. So, to print 256
exclamation marks in yet another way write:
10 I=0
20 DO
30 I=I+1
40 PRINT "!"
50 UNTIL I=256
60 END
Again, the statements inside the DO...UNTIL loop may be indented to
make the structure clearer.
34
The DO...UNTIL loop is most useful in cases where a program is to
carry on until certain conditions are satisfied before it will stop.
To illustrate, the following program prompts for a series of numbers,
and adds them together. When a zero is entered the program terminates
and prints out the sum:
10 S=0
20 DO INPUT J
30 S=St+JI
40 UNTIL J=0
50 PRINT "SUM =", S''
60 ENDD
Note that a statement may follow the DO statement, as in this example.
5.2.1 Greatest Common Divisor
The following simple program uses a DO...UNTIL loop in the calculation
of the greatest common divisor (GCD) of two numbers; i.e. the largest
number that will divide exactly into both of them. For example, the
GCD of 26 and 65 is 13. If the numbers are coprime the GCD will be l.
1 REM Greatest Common Divisor
80 INPUT A,B
90 DO A=A%B
100 IFABS(B)>ABS(A) THEN T=B; B=A; A=T
120 UNTIL B=0
130 PRINT "GCD =" A'
140 END
Description of Program:
80 Input two numbers
90 Set A to remainder when it is divided by B
100 Make A the larger of the two numbers
120 Stop when B is zero
130 A is the greatest common divisor.
Variables:
A,B - Numbers
T - Temporary variable
Program size: 137 bytes
The method is known as Euclid's algorithm, and to see it working
insert a line:
95 PRINT A,B'
The ABS functions ensure that the program will work for negative, as
well as positive, numbers.
5.2.2 Successive Approximation
The DO...UNTIL loop construction is especially useful for problems
involving successive approximation, where the value of a function is
calculated by obtaining better and better approximations until some
criterion of accuracy is met.
The following iterative program calculates the square root of any
number up to about 2,000,000,000. Also shown is the output obtained
when calculating the square root of 200,000,000:
10 REM Square Root
20 INPUT S
35
100 Q=S/2
110 DO Q=(Q+S/Q) /2
115 IF Q>65535 THEN Q=65535
120 UNTIL (Q-1)*(Q-1)<S AND (Q+1)*(Q+1)>S
130 PRINT Q
140 END
Description of Program:
20 Input number
100 Choose starting value
110 Calculate next approximation
120 Carry on until the square lies between the squares of the
numbers either side of the root.
130 Print square root.
Variables:
Q - Square root
S - Number
Program size: 118 bytes
Sample run:
>RUN
2200000000
14142>
5.3 Nested Loops
FOR...NEXT and DO...UNTIL loops may be nested; the following example
will print the squares, cubes, and fourth powers of the numbers 1 to
15 in a neat table:
1 REM Powers of Numbers
5 PRINT " X x2"
8 PRINT " X*3 x*4"
10 FOR N=1 TO 15
20 J=N
30 FOR M=1 TO 4
40 PRINT J; J=J*N
50 NEXT M
60 NEXT N
70 END
The statements numbered 20 to 50 are executed 15 times, for every
value of N from 1 to 15. For each value of N the statements on line 40
are executed four times, for values of M from 1 to 4. Thus 15*4 or 60
numbers are printed out.
5.3.1 Mis-Nested Loops
Note that loops must be nested correctly. The following attempt at
printing out 100 pairs of numbers will not work:
10 FOR A=1 TO 10
20 FOR B=1 TO 10
30 PRINT A,B
40 NEXT A
50 NEXT B
The program will, if RUN, give an error (ERROR 230). The reason for
the error will become clear if you try to indent the statements within
each loop, as in the previous example.
36
5.4 WAIT Statement
ATOM BASIC includes an accurate timing facility, derived from the main
CPU clock. To understand the operation of the WAIT statement, imagine
that the ATOM contains a clock which 'ticks' sixty times a second. The
WAIT statement causes execution to stop until the next clock tick.
Thus it automatically synchronises the program to an accurate time.
The WAIT statement makes it a simple matter to write programs to
give any required delay. For example, the following program gives a
delay of 10 seconds:
FOR N=1 TO 10*60; WAIT; NEXT N
You are perhaps wondering why WAIT does not just give a delay of 1/60
second, rather than waiting for the next clock tick. The reason is
that if only a delay function were provided, you would have to know
exactly how long the other statements in the loop took to execute if
you wanted accurate timing. In fact, with the WAIT function, all you
need to do is to ensure that the statements in the loop take less than
1/60th. of a second, so as not to miss the next tick.
5.4.1 Digital Clock
The following digital clock displays the time as six digits in the top
left-hand corner of the screen.
10 REM Digital Clock
20 INPUT "TIME" H,M,S
30 PRINT $12; ?#E1=0
40 T=((H*100)+M)*100+S
50 DO FOR S=1 TO 55; WAIT; NEXT S
60 PRINT $30,T; T=T+1
70 IF T%100=60 THEN T=T+40
80 IF T%10000=6000 THEN T=T+4000
90 UNTIL 0
Description of Program:
20 Input the starting time
30 Clear screen; turn off cursor
40 Set up time as 6-digit number
50 Use up rest of a second
60 Print T in top left-hand corner of screen
70-80 Update minutes and hours
Variables:
H — Hours
M — Minutes
S — Seconds
T - Six-digit number representing time
Program size: 216 bytes
To turn the cursor back on after running this program type a
form-feed; i.e. CTRL-L.
5.4.2 Reaction Timer
The following reaction-timer program uses WAIT to calculate your
reaction time, and prints out the time in centiseconds (i.e.
hundredths of a second) to the nearest 2 centiseconds. It blanks the
screen, and then, after a random delay, displays a dot at a random
place on the screen. When you see the dot you should press the SHIFT
key as quickly as possible; the program will then display your
reaction time.
37
REM Reaction Timer
10 CLEAR 0
20 X=ABS(RND)%64; Y=ABS(RND)%48
30 FOR N=1 TO ABS(RND) %600+300
35 IF ?#B001<>#FF PRINT "CHEAT! ":G.120
40 WAIT; NEXT N
50 MOVE X,Y; DRAW X,Y
60 T=0
70 DO T=T+1; WAIT
80 UNTIL ?#B001<>#FF
90 PRINT "REACTION TIME ="
100 PRINT T*10/6, " CSEC." '
110 IF T>18 PRINT "WAKE UP!" '
120 END
Description of Program:
20 Choose random X,Y coordinates for point on screen.
30-40 Wait for random time between 6 and 9 seconds.
50 Plot point at X,Y
60-70 Count sixtieths of a second
80 #B001 is the address of the input port to which the
Key is connected; the contents of this location are
until the SHIFT key is pressed.
90-100 Print reaction time converted to centiseconds.
110 If appalling reactions, print message.
Variables:
N - Counter for random delay
T — counter in sixtieths of a second for reaction time
X,Y -
random coordinates for point on screen.
Program size: 273 bytes
38
SHIFT
#FF
6 Subroutines
As soon aS a program becomes longer than a few lines it is probably
more convenient to think of it as a sequence of steps, each step being
written as a separate 'routine', an independent piece of program which
can be tested in isolation, and which can be incorporated into other
programs when the same function is needed.
6.1 GOSUB
Sections of program can be isolated from the rest of the program using
a BASIC construction called the 'subroutine'. In the main program a
statement such as:
GOSUB 1000
causes control to be transferred to the statement at line 1000. The
statements from line 1000 comprise the subroutine. The subroutine is
terminated by a statement:
RETURN
which causes a jump back to the main 'calling' program to the
statement immediately following the GOSUB 1000. It is just as if the
statements from 1000 up to the RETURN statement had simply been
inserted in place of the GOSUB 1000 statement in the main program.
As an example, consider the following program:
10 A=10
20 GOSUB 100
30 A=20
40 GOSUB 100
50 END
100 PRINT A ''
110 RETURN
Lines 100 and 110 form a subroutine, separate from the rest of the
program, and they are terminated by RETURN. The subroutine is called
twice from the main program, in lines 20 and 40. The program, when
RUN, will print:
10
20
>
6.1.1 Chequebook-Balancing Program
As a more serious example, consider a program for balancing a
chequebook. The program will have three distinct stages; reading in
the credits, reading in the debits, and printing the final amount. We
can immediately write the main program as:
10 REM Chequebook-Balancing Program
20 PRINT "ENTER CREDITS"'
30 GOSUB 1000
39
40 PRINT "ENTER DEBITS"
50 GOSUB 2000
60 PRINT "TOTAL IS "
70 GOSUB 3000
80 END
Now all we have to do is write the subroutines at lines 1000, 2000,
and 3000!
The subroutines might be written as follows:
1000 REM Sum Credits in C
1010 REM Changes C,J
1020 C=0
1030 DO INPUT J; C=C+tJ
1040 UNTIL J=0
1050 RETURN
2000 REM Sum Debits in D
2010 REM Changes D,J
2020 D=0
2030 DO INPUT J; D=D+tJ
2040 UNTIL J=0
2050 RETURN
3000 REM Print Total in T
3010 REM Changes T; Uses C,D
3020 T=C-D; @=5
3030 PRINT T/100," POUNDS",T%100," PENCE"
3040 RETURN
Values are entered in pence, and entering zero will terminate the list
of credits or debits.
The two subroutines at 1000 and 2000 are strikingly similar, and
this suggests that it might be possible to dispense with one of them.
Indeed, the main part of the chequebook-balancing program can be
written as follows, eliminating subroutine 1000:
10 REM Chequebook-Balancing Program
20 PRINT "ENTER CREDITS"'
30 GOSUB 2000
40 C=D
50 PRINT "ENTER DEBITS"'
60 GOSUB 2000
70 PRINT "TOTAL IS "
80 GOSUB 3000
90 END
In conclusion, subroutines have two important uses:
1. To divide programs into modules that can be written and tested
separately, thereby making it easier to understand the operation of
the program.
2. To make it possible to use the same piece of program for a number
of similar, related, functions.
As a rough guide, if a program is too long to fit onto the screen of
the VDU it should be broken down into subroutines. Each subroutine
should state clearly, in REM statements at the start of the
subroutine, the purpose of the subroutine, which variables are used by
the subroutine, and which variables are altered by the subroutine. A
few moments spent documenting the operation of the subroutine in this
40
way will save hours spent at a later date trying to debug a program
which uses the subroutine.
6.2 GOSUB Label
The GOSUB statement is just like the GOTO statement that has already
been described, in that it can be followed by a line number, an
expession evaluating to a line number, or a label. Labels are of the
form a to z, and the first line of the subroutine should contain the
label immediately following the line number.
6.2.1 Linear Interpolation
The following program uses linear interpolation to find the roots of
an equation using only integer arithmetic, although the program could
be modified to use floating-point statements.
The equation is specified in a subroutine, y, giving Y in terms of
X; the program finds solutions for Y=0.
As given, the program finds the root of the equation:
426 2.5 10820
The larger root of this equation is phi, the golden ratio. A scaling
factor of S=1000 is included in the equation so that calculations can
be performed to three decimal places.
The program prompts for two values of X which lie either side of
the root required.
1 REM Linear Interpolation
5 S=1000; @=0; I=1
10 INPUT "X1",A,"X2",B
20 A=A*S; B=B*S
30 X=A; GOSUB y; C=Y
40 X=B; GOSUB y; D=Y
50 IF C*D<0 GOTO 80
60 PRINT "ROOT NOT BRACKETED"
70 END
80 DO I=I+1
90 X=B-(B-A)*D/(D-C); GOSUB y
100 IF C*Y<0 THEN A=X; C=Y; GOTO 120
110 B=X; D=yY
120 UNTIL ABS(A-B)<2 OR ABS(Y)<2
130 PRINT"ROOT IS X="
140 IF X<0O PRINT "-"
145 PRINT ABS(X)/S,"."
150 DO X=ABS(X)%S; S=S/10
155 PRINT X/S; UNTIL S=1
160 PRINT'"NEEDED ",I," ITERATIONS."'
170 END
200yY=X*X/S-X-1*S
210 RETURN
Description of Program:
5-70 Check that starting values bracket a root
80-120 Find root by successive approximation
130-145 Print integer part of root
150-155 Print decimal places
160 Print number of iterations needed
200-210 y: Subroutine giving Y in terms of X, with appropriate
scaling.
41
Variables:
A - Lower starting value of X
- Upper starting value of X
- Value of Y for X=A
- Value of Y for X=B
- Iteration number
S - Scaling factor; all numbers are multiplied by S and held as
integers.
X - Root being approximated
Y - Value of equation for given X
HUQAQW
Program size - 466 bytes
Sample run:
>RUN
X1?1
X2?3
ROOT IS X= 1.618
NEEDED 7 ITERATIONS.
6.3 Subroutines Calling Subroutines
Often the task carried out by a subroutine may itself usefully be
broken down into a number of smaller steps, and so it might be
convenient to include calls to subroutines within other subroutines.
This is perfectly legal, and subroutines may be nested up to a maximum
depth of 15 calls.
6.4 Recursive Subroutine Calls
Sometimes a problem can be more simply expressed if it is allowed to
include a reference to itself. When a subroutine includes a call to
itself in this way it is known as a 'recursive' subroutine call, and
it is possible to use recursive calls in ATOM BASIC provided that the
depth of recursion is limited to 15 calls. The following half-hearted
program uses a recursive call to print out ten stars without using a
loop:
10 REM Recursive Stars
20 P=10; GOSUB p
30 END
100pREM Print P stars
110 IF P=0 RETURN
120 P=P-1
130 GOSUB p; REM Print P-1 stars
140 PRINT "*"
150 RETURN
This program could, of course, be written more effectively using a
simple FOR...NEXT loop. The following programs, however, use recursion
to great benefit to solve mathematical problems that would be much
harder to solve using iteration alone.
6.4.1 Tower of Hanoi Problem
In the Tower of Hanoi problem three pegs are fastened to a stand, and
there are a number of wooden discs each with a hole at its centre. The
discs are all of different diameters, and they all start on one peg,
arranged in order of size with the largest disc at the bottom of the
pile.
The problem is to shift the pile to another peg by transferring
42
one disc at a time, with the restriction that no disc may be placed on
top of a smaller disc. The number of moves required rises rapidly with
the number of discs used; the problem was classically described with
64 discs, and moving one disc per second the solution of this problem
would take more than 500,000 million years!
A recursive solution to the problem, stated in words, is:
To move F discs from peg A to peg B:
1. Move F-1 discs to peg C.
2. Move bottom disc to peg B.
3. Move F-1 discs to peg B.
Also, when F is zero there is no need to do anything. Steps 1 and 3 of
the procedure contain a reference to the whole procedure, so the
solution is recursive.
The following program will solve the problem for up to 13 discs,
and displays the piles of discs at every stage in the solution:
1 REM Tower of Hanoi
10 PRINTS12
20 A=TOP;D=A+4
40 V=-3;W=-1
60 !D=#1020300; !A=0
70 INPUT"NUMBER OF DISCS "F
80 A?1=F; ?D=F
85 N=64/3
90 CLEARO
100 FORQ=1TOF;MOVE(F-Q), (2*(F-Q));PLOT1,(2*Q-1),0;NEXT
110 GOSUBh;END
1000hIF?D=0 RETURN
1010 D!4=!D-1;D?6=D?1;D?5=D?2 ;D=D+4;GOSUBh
1020 MOVE(F-D?-4+D?V*N-N) , (D?V?A*2) ;PLOT1, (D?-4*2-1) ,0
1030 MOVE(D?W*N-N) , (D?W?A*2-2) ;PLOT3, (F+D?-4) ,0
1040 A?(D?W)=A?(D?W)+W;A? (D?V)=A?(D?V) -W
1050 D?3=D?-2;D?2=D?W;D?1=D?V;GOSUBh
1060 D=D-4;RETURN
Description of Program:
100 Draw starting pile of discs
110 Subroutine h is called recursively to move the number of
discs specified in ?D.
1000 h: Subroutine to move ?D discs
1010 Recursive call to move ?D-1 discs
1020 Draw new disc on screen
1030 Remove old disc from screen
1040 Set up array A
1050 Recursive call to put back ?D-1 discs
Variables:
A?N - Number of discs on pile N
D - Stack pointer
?D - How many discs to transfer
D?1 - Destination Pile
D?2 - Intermediate pile
D?3 - Source pile
F - Total number of discs
N - One third of screen width
V - Constant
W - Constant
Program size: 461 bytes
Stack usage: (4 * number of discs) bytes
43
6.3.2 Eight Queens Problem
A classical mathematical problem consists of placing eight queens on a
chessboard so that no queen attacks any other. The following program
find all possible solutions to the problem, and draws a diagram of the
board to show each solution as it is found. The program uses many
abbreviations to keep it small enough to fit on an unexpanded ATOM
(for a complete explanation of these abbreviations, see section 10.1):
1 REM Eight Queens
30 C=0;D=TOP; E=D+3;A=D+27; !D=0
60 @=0;GOS.t;P.$13"THERE ARE "C" SOLUTIONS"' ;END
1LOOtIF?D=#FF C=C+1;GOTOd
110 ?A=(?D\D?1ND?2):#FF
1201IF?A=0R.
130 A?1=?A&-?A
140 ?E=?D\NA?1;E?1=(D?1\A?1)*2;E?2=(D?2\A?1) /2
150 D=D+3;E=E+3 ;A=A+2;GOS.t;D=D-3; E=E-3 ; A=A-2
160 ?A=?A&(A?1:#FF);GOTO1L
200dCLEARO ; FORZ=0TO32S.4;MOVE0,Z;DRAW31,Z;MOVEZ,0;DRAWZ,32;N.
210 Q=0;FORZ=3TO24STEP3 ;P=TOP?Z-Q; S=-2; DOS=S+4 ; P=P/2; UNTILP=0
220 Q=TOP?Z;PLOT13,(Z/3*4-2),S;N.;P.$30 C;R.
Description of Program:
30 Initialise array space. D is vector of attacks, ?D is row
attacks,D?1 is left diagonal attacks, D?2 is right diagonal
attacks.
60 Call recursive analyser and print answer.
100 t: Recursive analyser: if all rows attacked have found a
solution.
110 Calculate possible places to put new queen.
120 If no possible place, end this recursive attempt.
130 Find least significant bit in possible places to use as new
queen position.
140 Calculate new attacked values.
150 Recursive call of analyser.
160 Remove this position from possible position and see if done.
200 d: Have solution, display board matrix.
210 Plot pixels at positions of queens.
220 Print the solution number at screen top and end recursion.
Variables:
?A - Possible position; value of A changes
C - Solutions counter
?D - Row attacks; value of D changes
E - Holds D+3 to make program shorter
Program size: 440 bytes
Vectors: 30 bytes
Total storage: 470 bytes.
44
vl Arrays and Vectors
So far we have met just 26 variables, called A to Z. Suppose you
wanted to plot a graph showing the mean temperature for every month of
the year. You could, at a pinch, use the twelve letters A to L to
represent the mean temperatures, and read in the temperatures by
saying:
INPUT A,B,C,D,E,F,G,H,1I,J3,K,L
However there is a much better way. A mathematician might call the
list of temperatures by the names:
ti, to, t3, ee eee t12-
where the 'subscript', the number written below the line, is the
number of the month in the year. This representation of the twelve
temperatures is much more meaningful than using twelve different
letters to stand for them, and there is no doubt about which symbol
represents the temperature of, for example, the third month.
A similar series of variables can be created in ATOM BASIC, and
these are called "arrays'. Each array consists of an array
‘identifier', or name, corresponding to the name '‘'t' in the above
example, and a 'subscript'. On most computers there is no facility for
writing subscripts, so some other representation is used. Each member
of the array can act as a completely independent variable, capable of
holding a value just like the variables A to Z. The members of an
array are called the array '‘elements'. The total number of possible
elements depends on how the array was set up; in the above example
there were twelve elements, with subscripts from 1 to 12.
In addition to the standard type of array, ATOM BASIC provides two
other types of array called 'byte vectors' and 'word vectors'. Byte
vectors are useful when only a small range of numbers are needed, and
they use less storage space than word arrays. Word vectors use the
same amount of storage as arrays, but can be manipulated in a more
flexible manner.
7.1 Arrays - AA to ZZ
The array in ATOM BASIC consists of a pair of identical letters a
followed by the subscript in brackets: for example, EE(3). Each
element in this type of array can contain numbers as large as the
simple variables A to Z, namely, between about -2000 million and 2000
million.
Before an array can be used space must be reserved for it by a
DIM, or 'dimension', statement which tells BASIC how large the array
is to be. For example, to reserve space for an array called AA with
the five elements AA(0), AA(1), AA(2), AA(3), and AA(4), the statement
would be:
DIM AA(4)
The DIM statement allocates space for arrays starting at the first
free memory location after the program text. If this were the first a
DIM statement encountered in the program the element AA(0) would be at
45
TOP, above the program text:
AA(O) AA(1) AA(2) AA(3) AA(4)
The question marks represent unspecified values, depending on what the
array contained when it was dimensioned. If now another array were
dimensioned with the statement:
DIM BB(3)
space for the array BB would be reserved immediately following on from
AA.
Array elements can appear in expressions, and be assigned to, just
like the simple variables A to Z. For example, to make the value of
AA(3) become 776 we would execute:
AA(3)=776
Then we could execute:
AA(1)=AA(3)*2
AA(0)=AA(3)-6
and so on. The resulting array would now be:
AA(O) AA(1) AA(2) AA(3) AA(4)
There are two places in BASIC programs where array elements may
not be used; these are:
1. As the control variable in a FOR...NEXT loop.
2. In an INPUT statement.
In these two cases the simple variables, A to Z, must be used.
7.1.1 Histogram
The following program illustrates the use of arrays to plot a
histogram of the temperature over the twelve months of the year. The
temperatures, assumed to be in the range 0 to 100, are first entered
in and are stored in the array TT(1..12).
1 REM Histogram
10 DIM TT(12)
20 FOR J=1 TO 12;INPUT K
30 TT(J)=K; NEXT J
40 PRINT $12; CLEAR 0; @=5
50 MOVE 60,12; DRAW 12,12
60 DRAW 12,42
70 FOR N=11 TO 0 STEP -1
80 IF N=7 PRINT "TEMP."
90 IF N%2=0 PRINT N*10
100 PRINT';NEXT N
110 PRINT " JAN MAR MAY JUL SEP NOV"'
120 PRINT " FEB APR JUN AUG OCT DEC"'
130 PRINT " MONTH"'
46
140 FOR N=1 TO 12; J=11+4*N
150 MOVE J,12; DRAW J, (TT(N)*3/10+12)
160 NEXT N; END
Description of Program:
20-30 Input 12 values
40 Clear screen
50-60 Draw axes
70-100 Label vertical axis
110-130 Label horizontal axis
140-160 Plot histogram bars
Program size: 415 bytes
Array storage: 52 bytes
7.1.2 Sorting Program
The following program illustrates the use of arrays to sort a series
of numbers into ascending order. It uses a fairly efficient sorting
procedure known as the 'Shell' sort. The program, as written, reads in
20 numbers, calls a subroutine to sort the numbers into order, and
prints the sorted numbers out.
1 REM Sorting
5 DIM AA(20)
10 FOR N=1 TO 20; INPUT J
20 AA(N)=J; NEXT N
30 N=20; GOSUB s
40 FOR N=1 TO 20; PRINT AA(N)'
50 NEXT N
60 END
100sM=N
110 DO M=(M+2)/3
120 FOR I=M+1 TO N
130 FOR J=I TO Mtl STEP -M
140 IF AA(J)>=AA(J-M) GOTO b
150 T=AA(J); AA(J)=AA(J-M); AA(J-M)=T
160 NEXT J
170b NEXT I
180 UNTIL M=1; RETURN
Description of Program:
5-20 Read in array of numbers
30 Call Shell sort
40-50 Print out sorted array
100-180 s: Shell sort subroutine
140-150 Swap elements which are out of order.
Variables:
AA(1..20) - Array to hold numbers
I,J - Loop counters
N - Number of elements in array AA
M - Subset step size
T - Temporary variable
Program size: 332 bytes
Array storage: 84 bytes
7.1.3 Arbitrary-Precision Arithmetic
The following program allows powers of two to be calculated to any
precision, given enough memory. As it stands the program will
calculate all the powers of 2 having less than 32 digits. The digits
47
are stored in an array AA, one digit per array element. Every power of
2 is obtained from the previous one by multiplying every element in
the array by 2, and propagating a carry when any element becomes more
than one digit.
5 REM Powers of Two
10 DIM AA(31)
20 @=1; P=0
30 AA(0)=1
40 FOR J=1 TO 31
50 AA(J)=0
60 NEXT J
70 DO J=31
80 DO J=J-1; UNTIL AA(J)<>0
85 PRINT' worn Pp mw"
90 FOR K=J TO 0 STEP -1
94 PRINT AA(K)
96 NEXT K
110 c=0
120 FOR J=0 TO 31
130 A=AA(J)*2+C
140 C=A/10
150 AA(J)=A10
160 NEXT J
170 P=Pt1
180 UNTIL AA(31)<>0
190 END
Description of Program:
40-60 Zero array of digits
80 Ignore leading zeros
85-96 Print power
110-160 Multiply current number by 2
180 Stop when array overflows.
Variables:
AA - Array of digits; one digit per element
C - Decimal carry from one digit to next
J - Digit counter
K - Digit counter
P - Power being evaluated
Program size: 356 bytes
Array usage: 124 bytes
Total memory: 480 bytes.
7.1.4 Digital Waveform Processing
The following program uses a 256-element array to store a waveform
which can be low-pass filtered, converted to a square wave, or printed
out.
1 REM Digital Waveform Processing
5 DIM AA(255)
10 H=2000
15 CLEAR4
23 GOS.s; GOS.q
25 Z=160; GOS.p
28 GOS.1
30 Z=96; GOS.p
32 GOS.s
34 Z2=32; GOS.p
48
90 END
1000pREM Plot Waveform
1005 MOVE 0,96
1010 FOR N=0 TO 255
1020 PLOT13,N, (Z+AA(N)/H)
1030 NEXT N
1040 RETURN
2000SREM Make Sine Wave
2010 S=0;C=40000
2020 FOR N=0 TO 255
2030 AA(N)=-S
2040 C=C-S/10
2050 S=S+C/10
2060 NEXT N
2070 RETURN
3000qREM Make Square Wave
3010 FOR N=0 TO 255
3020 IF AA(N)>=0 AA(N)=40000
3030 IF AA(N)<0O AA(N)=-40000
3035 NEXT N
3040 RETURN
40001REM Low Pass Filter
4010 B=0
4020 FOR N=0 TO 255
4030 B=AA(N)*360/1000+B*697/1000
4040 AA(N)=B; NEXT N
4050 RETURN
Description of Program:
23 Calculate a square wave
25 Plot it at top of screen
28 Low-pass filter the square wave
30 Plot it in centre of screen
32 Calculate a sine wave
34 Plot it at bottom of screen
1000-1040 p: Plots waveform
2000-2070 s: Calculates a sine wave.
3000-3040 q: Squares-up the waveform
4000-4050 1: Low-pass filters the waveform
Variables:
AA(0...255) - Array of points, values between -40000 and 40000.
B - Previous value for low-pass filter
- Cosine of waveform
- Scaling factor for plotting waveforms
Counter
- Sine of waveform
- Vertical coordinate for centre of waveform.
NnNAMOA
I
Program size: 564 bytes.
Array storage: 1024 bytes
Total memory: 1588 bytes
49
Sample plot:
7.1.5 Subscript Checking
Many BASIC interpreters perform extensive checking whenever an array
element is used in a program. For example, if an array were
dimensioned:
DIM RR(10)
then every time the array were used the subscript would be checked to
make sure that it was both 0 or greater, and 10 or less. Obviously
these two checks slow down the execution of a program, and so in ATOM
BASIC only the first check is performed, so that only positive
subscripts are allowed. It is left to the programmer to ensure that
subscripts do not go out of range. Assigning to an array whose
subscript is out of range will change the values of other arrays, or
strings, dimensioned after that array.
If required, the programmer can easily add array subscript
checking; for example, if the array assignment were:
RR(A)=35
the statement:
IF A>10 THEN ERROR
could be added before the assignment to cause an error if the array
subscript, A, went out of range.
7.1.6 Multi-Dimensional Arrays
The standard types of array in ATOM BASIC are one-dimensional. In
other words, they have just one subscript, and so can be visualised as
lying in a straight line; hence the name ‘array'.
Sometimes it is convenient to make each element of an array
represent a cell in a square 'matrix'; each element would then have
two subscripts corresponding to the column and row of that square.
Such two-dimensional arrays are called ‘'matrices'. Consider the
following representation of a 3 by 6 matrix:
50
The whole matrix has 3 x 6 = 18 elements, and the element shown with
an X would have the subscripts (2,4).
ATOM BASIC does not have a direct representation for
two-dimensional (or higher dimension) arrays, but they are easily
represented using the single-dimension arrays AA to ZZ as described in
the following sections.
7.1.7 Calculation of Subscripts
To represent a two-dimensional matrix using a one-dimensional array
imagine the matrix divided into rows as shown:
012345 012345 012345
The first element of row 1, with subscripts (1,0), follows immediately
after the last element of row 0, with coordinates (0,5). Consider the
general case where the matrix has M rows numbered 0 to N-1, and N
columns numbered 0 to N-1. The matrix can be dimensioned, using a
one-dimensional array, with the DIM statement:
DIM XX(M*N-1)
Any array element, with subscripts A and B, can be referenced as:
XX (A*N+B)
In the earlier example the array had dimensions 3 x 6 and so would be
dimensioned:
DIM XX(17)
The array element with subscripts (2,4) would be given by:
XX (16)
7.1.8 Solving Simultaneous Equations
The following program will solve a number of linear simultaneous
equations, using a matrix to hold the coefficients of the equations,
and a matrix inversion technique to find the solution. The program
prints the solutions as integers, where possible, or as _ exact
fractions.
This method has the advantage over the standard pivotal
condensation technique that for integer coefficients the answers are
exact integers or fractions.
The example run shown solves the pair of equations:
at+2b+1=0
4a + 5b+2=0
10 REM Simultaneous Equations
50 INPUT"NUMBER OF EQUATIONS="N
60 I=N*N;J=N*(N+1)
51
65 DIM AA(I),CC(J),II(N)
70 @=0;FOR I=1TON;FOR J=1TO N+1
80 PRINT"C("I","J")=";INPUT C
90 CC((I-1)*(N+1)+J)=C;NEXT J;NEXT I
100 L=N+1;GOSUB c;E=D;M=1-2* (N82)
110 PRINT'"SOLUTION:"'
112 IF E<0 E=-E;M=-M
115 IF E=0 PRINT"DEGENERATE!"';END
120 FOR L=1TON;GOSUB c
125 PRINT"X("L")="
130 A=M*D;B=E;DO A=A%B
140 IF ABS(B)>ABS(A) THEN T=B;B=A;A=T
150 UNTIL B=0;A=ABS(A)
151 P.(M*D)/A;IF E/A<>1 PRINT"/"E/A
155 M=-M;PRINT';NEXT L;END
160cFOR I=1TON;FOR J=1TON;K=I*N-N+J
170 IF J<L AA(K)=CC(K+I-1)
180 IF J>=L AA(K)=CC(K+I)
190 NEXT J;NEXT I
200dD=0;F=1;S=1
210 FOR J=1TON;II(J)=d;F=F*3;NEXT J
215 GOSUB f
220 FOR H=2TOF;GOSUB e;NEXT H;RETURN
230eI=N-1; J=N
240gIF II(I)>=II(I+1) I=I-1;GOTO g
250hIF II(1I)>=II(J) J=J-1;GOTO h
260 GOSUB i;I=I+1;J=N;IF I=J GOTO f
270 DO GOSUB i;I=I+1;J=J-1;UNTIL I>=J
280fP=1;FOR K=1TON; P=P*AA(N*K-N+II(K) )
290 NEXT K;D=D+S*P;RETURN
300iK=II(1I);II(1I)=II(J);II(J)=K
310 S=-S;RETURN
Description of Program:
50-60 Allocate space for matrix
70-90 Read in matrix of coefficients
120-155 Print solutions
130-150 Find GCD of solution, so it is printed in lowest terms
160-190 c: Permute terms to obtain next addition to determinant;
i.e. for 5 equations, starting with (1,2,3,4,5) run through
all permutations to (5,4,3,2,1).
280-290 f: Add in next product to determinant.
300-310 i: Swap terms in permutation.
Variables:
AA(1...N*N) - Matrix
CC(1...N*N+N) - Matrix of coefficients
S - Signature of permutation.
Program Size: 932 bytes.
Variable Space: (2*(N*N+N)+3)*4 bytes
Sample run:
>RUN
NUMBER OF EQUATIONS=?2
C(1 1 y=? 1
C(1,2)=?2
C(1,3)=?1
C(2,1)=?4
C(2,2)=?5
C(2,3)=?2
52
SOLUTION:
X(1)= 1/3
X(2)= -2/3
7.2 Byte Vectors Using, '?'
It is sometimes wasteful of memory to allocate space for numbers over
the range provided by word arrays so a second type of array
representation is provided which only allocates one byte, rather than
four bytes, for each array element. These are referred to as 'byte
vectors', and they are in effect one-dimensional arrays. Byte vectors
differ from word arrays in that they use one of the simple variables A
to Z to hold the 'base' address of the array; i.e. the address in
memory where the zeroth element of the array will reside. The array
subscripts are simply ‘offsets' from this base address; i.e. the
subscript is added to the base address to give the address of the
array element. The vector elements are written as:
A?0, A?1l, A?2, ... etc
where A is the simple variable used to hold the base address of the
vector, and the number following the question mark is the subscript.
Note that the zeroth element of a byte vector, A?0, is equivalent
to ?A, the contents of the location with address A. Similarly A?1 is
equivalent to ?(A+1l), and so on.
Byte vectors can be dimensioned by the DIM statement; for example,
to dimension a byte vector with elements from A?0 to A?1l1 the
statement would be:
DIM A(11)
Because the DIM statement dimensions arrays and vectors from the end
of the program onwards, the above DIM statement is equivalent to:
T=TOP; A=T; T=T+12
where T is a variable used to keep track location. Note that space for
vectors can be reserved anywhere in memory, as distinct from arrays
which can only be assigned from TOP onwards using the DIM statement.
For example, to assign space for a vector S corresponding to the
screen memory, simply execute:
S=#8000
Elements of this vector would then correspond to locations on the
screen; e.g. S?31 is the location corresponding to the top right-hand
corner of the screen.
Each element of a byte array can hold a positive number between 0
and 255, or a single character. Strings are simply byte vectors
containing characters. Note that the subscript of a byte array can be
an arbitrary expression provided that it is enclosed in brackets.
7.3 Word Vectors Using '!'
A second representation for word arrays is provided in ATOM BASIC
using the word indirection operator '!', and is mentioned here for
completeness, although for simple problems involving arrays the word
arrays AA to ZZ are probably more convenient. Word vectors are similar
to the byte vectors already described, but each element of the vector
consists of a word rather than a byte. Each element consists of the
base address variable separated from the subscript, or offset, by a
"‘pling' '!'. Note that the subscript should be incremented by 4 for
each element, since each element is offset 4 bytes from the previous
one. For example, a word vector W might have the six elements:
53
W!0, W!4, W!8, W!12, W!16, W!20.
Space can be dimensioned for word vectors by using the DIM statement,
and allowing 4 bytes per element; for example, to provide storage for
the above 6 elements, execute:
DIM W(23)
Note that the zeroth element of the vector, W!0, is equivalent to !W.
7.3.1 Prime Numbers
The following program finds all the prime numbers up to 99999. It uses
a word vector to store primes already found, and only tests new
candidates for divisibility by these numbers:
1 REM Prime Numbers
10 @=8;S=4;Z=0;J=TOP;G=J; !G=3;P=G+S
20 FORT=3T099999STEP2
30cIFT%!G=Z G=J;N.
40 IFT>!G*!G G=G+S;G.c
50 P.T;!P=T;G=J;P=P+S;N.
60 END
Description of Program:
10 Set up vector
20 Test all odd numbers
30 If divisible, try another.
40 Have we tried enough divisors?
50 Must be prime - print it.
Variables:
!G - Divisor being tested
J - Equal to TOP
!P - Vector of divisors
S - Bytes per word
T - Candidate for prime
Z - Constant zero.
Program size: 155 bytes
Vector: as required.
7.3.2 Call by Reference
A major advantage of word vectors over the word arrays is that their
base addresses are available as values, and so can be passed to
subroutines. As an example, consider this program:
10 A=TOP; B=A+40
90 P=A; GOSUB p; REM Output A
94 P=B; GOSUB p; REM Output B
98 END
100pREM Print 10 Elements of array P
105 @=8; PRINT '
110 FOR J=0 TO 39 STEP 4
120 PRINT P!J
130 NEXT J
140 PRINT '
150 RETURN
54
In this example subroutine p can be used to print any array by passing
its base address over in the variable P; this is known as a 'call by
reference' because the subroutine is given a reference to the array,
rather than the actual values in the array.
7.3.3 Arbitrary Precision Powers
The following program illustrates the use of word vectors to calculate
the value of any number raised to any other number exactly, limited
only by the amount of memory available. The program stores four
decimal digits per word, so that the product of two words will not
cause overflow, and the result is calculated as a word vector.
1 REM Arbitrary Precision Powers
5 T=#3BFF
10 H=(T-TOP)/3; DIM P(H),S(H),D(H)
15 H=10000
20 @=0;PRINT'" POWER PROGRAM"
30 PRINT'" COMPUTES Y*X, WHERE X>0 AND Y>0"
40 INPUT'" VALUE OF Y"Y," VALUE OF X"X
50 IFX<1ORY<1PRINT" VALUE OUT OF RANGE";RUN
60 M=Y;N=X;GOSUBp
70 PRINT Y"*"X"="P!!P;IF!P<8 RUN
90 F.L=!P-4TO4STEP-4
95 IFL!P<100P.0
100 IFL!P<10P.0
110 IFL!P<1P.0
120 P.L!P;N.;RUN
200pJ=M; IFN%2=0J=1
210 R=P;GOS.e;J=M;R=S;GOS.e; IFN=1R.
250 B=S;DOA=B;GOS.m;B=E
255 N=N/2;A=P;IFN%$2GOS.m; P=E
260 U.N<2;R.
280*
300m! D=!A+!Bt+4;F.J=4TO!D+4S.4
310 D!J=0;N.;W=D-4
320 F.J=4TO!B S.4;C=0;G=B!J
325 V=Wt+J;F.L=4TO!IA S.4
330 Q=A!L*G+C+V!L;V!L=QO3H
340 C=Q/H;N.;V!IL=C;N.
370 DO!D=!D-4;U.D! !D<>0;E=D;D=A;R.
380*
400e!R=0;DO!R=!R+4;R! !R=J3H
410 J=J/H;U.J<1;R.
Description of Program:
5 Set T to top of lower text space.
10 Divide available memory between P, S, and D
20-40 Read in values of Y and X
50 Disallow negative values
60 Calculate power
70 Print result if fits in one word
90 Print rest of result, filling in leading zeros.
140 Blank line to make listing clearer.
200-260 p: Calculates power. Looks at binary representation of X and
for each bit squares B, and if bit is a 1 multiplies P by
current B.
300-370 m: Multiply together the vectors pointed to by A and B and
put the result into the vector pointed to by D. Pointers to
vectors get changed; E points to result.
55
400-410 e: Unpack J into vector pointed to by R; store number of
words in !R.
Variables:
D!0... - Workspace vector
H - Radix for arithmetic
P!l... - Vector for unpacked result
!P - Number of elements used in P
S!0... - Workspace vector
T - Top of available memory
Program size: 733 bytes.
Additional storage: as available.
Sample run:
>RUN
POWER PROGRAM
COMPUTES Y*X, WHERE X>0 AND yY>0
VALUE OF Y?16
VALUE OF X?64
16%64=1157920892373161954235709850086879078532699846656405640394575
84007913129639936
7.3.4 Vectors of Vectors
A second way of representing two-dimensional arrays is possible using
the ATOM's indirection operators '?' and '!'; this avoids the need for
a multiplication to calculate the subscript, but does require slightly
more storage. The idea is to think of a two-dimensional matrix as a
vector of vectors; first a vector is created containing the addresses
of the rows of the matrix. For example, for a matrix called X with
columns 0 to M, and rows 0 to N, the following statements will set up
the vector of row addresses:
DIM X(2*N-1)
FOR J=0 TO N*2 STEP 2; DIM Q(M); X!J=Q; NEXT J
A word array is used to hold the base addresses. Q is a variable used
to hold the base address temporarily. Now that the vector of row base
addresses has been set up, the element with subscripts A,B is:
X!(A*2)?B
56
8 Strings
'string' is a sequence of characters; the characters can be anything
- letters, digits, or punctuation marks. They can even be control
characters.
8.1 Quoted Strings
Strings are represented in a program by enclosing the characters
between quotation marks; quoted strings have already been introduced
in the context of the PRINT and INPUT statements. For example:
"THIS IS A STRING"
To represent a quotation mark in a quoted string the quotation mark is
typed twice. Valid strings always contain an even number of quotation
marks. For example:
PRINT"HE SAID: ""THIS IS A VALID STRING"""
will print:
HE SAID: "THIS IS A VALID STRING"
8.2 String Variables
The variables A to Z have already been met, where they are used to
represent numbers. These variables can also be used to represent
strings, and strings can be manipulated, input with the INPUT
statement, printed with the PRINT statement, and there are several
functions for manipulating strings.
8.2.1 Allocating Space for Strings
BASIC allows strings of any size up to 255 characters. To use string
variables space for the strings should first be allocated by means of
a DIM (dimension) statement. For example, for a string of up to 10
characters using the variable A the statement would be:
DIM A(10)
Any number of strings can be dimensioned in one DIM statement.
8.2.2 String Operator '$'
Having allocated space for the string it can then be assigned a value.
For example:
SA="A STRING"
The '$' is the string-address operator. It specifies that the value
following it is the address of the first character of a string.
The effect of the statement DIM A(10) is to reserve 11 memory
locations in the area of free memory above the text of the BASIC
program, and to put the address of the first of those locations into
A. In other words, A is a pointer to that area of memory. After the
above assignment the contents of those locations are as follows:
57
a AICTE SIEIEIE|A| |e
The question-marks indicate that the last two locations could contain
anything. The character '~' represents 'return' which is automatically
stored in memory to indicate the end of the string. The DIM statement
allocates one extra location to hold this terminator character,
although you will not normally be aware of its presence.
Note that it would be dangerous to allocate a string of more than
10 characters to A since it would exceed the space allocated to A.
8.2.3 Printing strings
A string variable can be printed by writing:
PRINT SA
This would print:
A STRING>
and no extra spaces are inserted before or after the string.
8.2.4 String Assignment
Suppose that a second string is dimensioned as follows:
DIM B(8)
The string $A can be assigned to $B by the statement:
SB=SA
which should be read as ‘string B becomes string A'. The result of
this assignment in memory is as follows:
8.2.5 String Equality
It is possible to test whether two strings are equal with the IF
statement. For example:
$A="CAT"; $B="CAT"
IF $A=SB PRINT "SAME"
would print SAME.
8.2.6 String Input
The INPUT statement may specify a string variable, in which case the
string typed after the '?' prompt, and up to the 'return', will be
assigned to the string variable. The maximum length of line that can
be typed in to an INPUT statement is 64 characters so, for safety, the
string variable in the INPUT statement should be dimensioned with a
length of 64.
8.3 String Functions
Several functions are provided to help with the manipulation of
strings.
58
8.3.1 Length of a String - LEN
The LEN function will return the number of characters in the string
specified in its argument. For example:
SA="A STRING"
PRINT LEN(A)
will print the value 8. Note that:
SB= wwe
PRINT LEN(B)
will print 1 since the string B contains only a single quote
character.
8.3.2 CH
The CH function will return the ASCII value of the first character in
the string specified by its argument. Thus:
CH"A"
will be equal to 65, the ASCII code for A. The string terminating
character 'return' has a value of 13, so:
CH we
will be equal to 13.
8.4 String Manipulations
The following sections show how the characters within strings can be
manipulated, and how strings can be concatenated into longer strings
or broken down into substrings.
8.4.1 Character Extraction - '?'
Individual characters in a string can be accessed with the
question-mark '?' operator. Consider again the representation of the
string A. Number the characters, starting with zero:
012345678 9 10
A
The value of the Nth. character in the string is then simply A?N. For
example, A?7 is "G", etc. In general A?B is the value of the character
stored in the location whose address is A+B; therefore A?B is
identical to B?A. In other words, a string is being thought of as a
byte vector whose elements contain characters; see section 7.2.
The following program illustrates the use of the '?' operator to
invert all the characters in a string which is typed in:
1 REM Invert String
5 DIM Q(64)
10 INPUT SQ
20 FOR N=0 TO LEN(Q)-1
30 Q?N=QO?N | #20
40 NEXT N
50 PRINT SQ
60 RUN
59
8.4.2 Encoding/Decoding Program
As a slightly more advanced example of string operations using the '?'
operator, the following program will produce a very secure encoding of
a message. The program is given a number, which is used to ‘'seed'
BASIC's random number generator. To decode the text the negative of
the same seed must be entered.
1 REM Encoder/Decoder
10 S=TOP; ?12=0
20 INPUT'"CODE NUMBER"T
30 !8=ABS(T)
40 INPUT'SS
50 FOR P=S TO S+LEN(S)
60 IF ?P<#41 GOTO 100
70 R=ABS(RND)%26
80 IF T<0O THEN R=26-R
90 ?P=(?P-#41+R)S26+#41
100 NEXT P
110 PRINT $S
120 GOTO 40
Description of Program:
20 Input code number
30 Use code number to seed random number generator
40 Read in line of text
50-100 For each character, if it is a letter add the next random
number to it, modulo 26.
110 Print out encoded string.
Variables:
P - Address of character in string
R - Next random number
S - Address of string; set to TOP.
T - Code number
Program size:
String storage: up to 64 bytes
Sample run:
>RUN
CODE NUMBER?123
?MEETING IN LONDON ON THURSDAY
BGYKPYI CM NHSHVO VU RGFGDHJI
2? >
>RUN
CODE NUMBER?-123
?BGYKPYI CM NHSHVO VU RGFGDHJI
MEETING IN LONDON ON THURSDAY
2? >
To illustrate how secure this encoding algorithm is you may like to
attempt to find the correct decoding of the following quotation:
YUVHW ZY WKON IAVUAG QM SHXTSDK
GSY IEJB RZTNOL UFQ FTONB JB BY
CXRK QCJF UN TJURB.
SWB FJA IYT WCC LOFWHA YHW OHRMNI OUJ
60
HTJ I TYCU GQYFT FT SGGHH HJ FRP ELPHOQMD,
RW LN QOHD OQXSER CUAB.
DKLCLDBCV.
8.4.3 Concatenation
Concatenation is the operation of joining two strings together to make
one string. To concatenate string B to the end of string A execute:
SA+LEN(A)=$B
For example:
10 DIM A(10),B(5)
20 SA="ATOM"
30 SB="BASIC"
40 SA+LEN(A)=$B
50 PRINT SA
60 END
will print:
ATOMBASIC>
8.4.4 Right-String Extraction
The right-hand part of a string A, starting at character N, is simply:
SA+N
For example, executing:
10 DIM A(10),B(5)
20 SA="ATOMBASIC"
30 SB=SA+4
40 END
will give string B the value "BASIC".
8.4.5 Left-String Extraction
A string A can be shortened to the first N characters by executing:
SA+N= wu
Since the 'return' character has the value 13, this is equivalent to:
A?N=13
8.4.6 Mid-String Extraction
The middle section of a string can be extracted by combining the
techniques of the previous two sections. For example, the string
consisting of characters M to N of string A is obtained by:
SA+N=""; SA=SA+M
For example:, if the following is executed:
10 DIM A(10)
20 SA="ATOMBASIC"
30 SA+5=""; SA=SA+1
40 END
then string A will have the value “TOMB”.
61
8.5 Arrays of Fixed-Length Strings
The arrays AA to ZZ may be used as string variables, thus providing
the ability to have arrays of strings. To allocate space for an array
of strings the DIM statement can be incorporated into a FOR...NEXT
loop. For example, the following program allocates space for 21
strings, AA(0) to AA(20), each capable of holding 10 characters:
25 DIM AA(20)
35 FOR N=0 TO 20
40 DIM J(10)
50 AA(N)=Jd
60 NEXT N
Note the use of a dummy variable J to allocate the space for each
string. Individual elements of the string array can then be assigned
to as follows:
SAA(0)="ZERO"
SAA(10)="TEN"
and so on.
8.5.1 Day of Week
The following program calculates the day of the week for any date in
the 20th. century. It stores the names of the days of the week in a
string array.
1 REM Day of Week
10 DIM AA(6)
20 FOR N=0 TO 6; DIM B(10); AA(N)=B; NEXT N
30 S$AA(0)="SUNDAY"; $AA(1)="MONDAY"
40 SAA(2)="TUESDAY";SAA(3)="WEDNESDAY"
50 SAA(4)="THURSDAY"; $AA(5)="FRIDAY"
60 SAA(6)="SATURDAY"
70 INPUT"DAY OF WEEK"''"YEAR "Y,"MONTH "M,"DATE IN MONTH "D
80 Y=Y-1900
90 IF Y<0 OR Y>99 PRINT"ONLY 20TH CENTURY !"';GOTO 70
100 IF M>2 THEN M=M-2; GOTO 120
110 Y=Y-1; M=M+10
120 E=(26*M-2)/10+D+¥+Y/4+19/4-2*19
130 PRINT"IT IS " $AA(ABS(E%7)) ''
140 END
Description of Program:
10-20 Allocate space for string array
30-60 Set array elements
70 Input date
80-120 Calculate day
130 Print day of week.
Variables:
SAA(0...6) - String array to hold names of days
B - Temporary variable to hold base address of each string
D - Date in month
E - Expression which, modulo 7, gives day of week.
M - Month
N - Counter
Y
- Year in 20th. century.
Program size: 458 bytes.
Array storage: 105 bytes.
62
Total memory: 563 bytes.
8.6 Arrays of Variable-Length Strings
The most economical way to use the memory available is to allocate
only as much space as is needed for each string. For example the
following program reads in 10 strings and saves them in strings called
VV(1) to VV(10):
10 DIM vv(10),T(-1)
20 FOR N=1 TO 10
30 INPUT $T
40 VV(N)=T
50 T=T+LEN(T)+1
60 NEXT N
70 INPUT "STRING NUMBER" ,N
80 PRINT $VV(N),'
90 GOTO 70
The statement DIM T(-1) sets T to the address of the first free memory
location. T is then incremented past each string to the next free
memory location as each string is read in. Finally, when 10 strings
have been read in the program prompts for a string number and types
out the string of that number.
For example, if the first three strings entered were: "ONE",
"TWO", and "THREE", the contents of memory would be:
BOREGUOEEEREDEER
vv(1) vv (2) vv(3) ay
8.7 Reading Text
Some BASICs have statements READ and DATA whereby strings listed in
the DATA statements can be read into a string variable using the READ
statement.
Although ATOM BASIC does not provide these actual statements,
reading strings specified as text is a fairly simple matter. The
following program reads the strings "ONE", "TWO" ... etc. into a
string variable, $A, and prints them out. The strings for the numbers
are specified as text after the program. They are identified by a
label 't', and a call to subroutine 'f' sets Q to the address of the
first string. Subroutine 'r' will then read the next string from the
list:
10 REM Read Text
20 DIM A(40); L=CH"t"
25 GOSUB f
30 FOR J=1 TO 20; GOSUB r
40 PRINT SA ''!
50 NEXT J
60 END
500fREM point Q to text
510 Q=?18*256
520 DO Q=0+1
530 UNTIL ?0=#D AND Q?3=L
540 Q=0+4; RETURN
550*
600rREM read next entry into A
63
605 REM changes: A,Q,R
610 R=-1
620 DO R=R+1; A?R=Q?R
630 UNTIL A?R=CH"," OR A?R=#D
640 IF A?R=#D Q=Q+3
650 Q=Q+R+1; A?R=#D; RETURN
660*
800tONE, TWO, THREE, FOUR, FIVE
810 SIX,SEVEN,EIGHT,NINE, TEN
820 ELEVEN, TWELVE, THIRTEEN
830 FOURTEEN, FIFTEEN, SIXTEEN
840 SEVENTEEN ,EIGHTEEN,NINETEEN
850 TWENTY
Description of Program:
25 Find the text
30 Read in the next string
40 Print it out
500-550 f: Search for label t and point Q to first string
600-660 r: Read up to comma or return and put string into SA
800-850 t: List of 20 strings
Variables:
SA - String
J - Counter
L - Label for text
Q - Pointer to strings
R - Temporary pointer
Program size: 511 bytes
String storage: 41 bytes
Total memory: 552 bytes.
The program can be modified to read from several different blocks of
text with different labels by changing the value of L. Also note that
the character delimiting the strings may be any character, specified
in the CH function in line 630.
8.7.1 Reading Numeric Data
Numeric data can be specified as strings of characters as in in the
Read Text program of the previous section, and converted to numbers
using the VAL command in the extension ROM. For example, modify the
Read Text program by changing line 40 to:
40 FPRINT VAL A
and provide numeric data at the label 't', for example as follows:
800t1,2,3,4,1E30,27,66
810 91,1.2,1.3,1.4,1.5
820 13,14,15,16,17
830 18,19,20
8.8 Printing Single Characters - '$'
A special use of the '$' operator in the PRINT statement is to print
characters that can not conveniently be specified as a string in the
program, such as control characters and graphics symbols. Normally '$'
is followed by a variable used as the base address of the string. If,
however, the value following the dollar is less than 255, the
character corresponding to that code will be printed instead.
The following table gives the control codes, characters, and
graphics symbols corresponding to the different codes:
64
Hex: Decimal: Character Printed:
#00 — #1F 0 - 31 Control codes
#20 - #5F 32 - 95 ASCII characters
#60 - #9F 96 - 159 Inverted ASCII characters
#A0 - #DF 160 - 223 Grey graphics symbols
#EO - #FF 224 - 255 White graphics symbols
Note that only half of the 64 possible white graphics symbols can be
obtained in this way.
The most useful control codes are specified in the following
sections; for a full list of control codes see section 18.1.3.
8.8.1 Cursor Movement
The cursor can be moved in any of the four directions on the screen
using the following codes:
Hex: Decimal: Cursor Movement:
#08 8 Left
#09 9 Right
#0A 10 Down
#0D 11 Up
The screen is scrolled when the cursor is moved off the bottom line of
the screen; the cursor cannot be moved off the top of the screen. Note
that the entire screen memory is modified by scrolling; every line is
shifted up one line, and the bottom line is filled with spaces.
8.8.2 Screen Control
The following control codes are useful for controlling the VDU screen:
Hex: Decimal: Control Character:
#0C 12 Clear screen and home cursor
#1E 30 Home cursor to top left of screen
8.8.3 Random Walk
The following program prints characters on the screen following a
random walk. One of the cursor control codes, chosen at random, is
printed to move the cursor; a white graphics character, chosen at
random, is then printed followed by a backspace to move the cursor
back to the character position.
1 REM Random Walk
10 DO
20 PRINT SABS(RND)%4+8, $(#A0+ABS(RND)%#40), $8
30 UNTIL 0
65
66
9 Reading and Writing Data
The reader should now be familiar with the three types of data that
can be manipulated using ATOM BASIC, namely:
1. Words i.e. numbers between -2000 million and 2000 million
(approximately).
Storage required: 4 bytes
e.g. variables A to Z
arrays AA(1) ... etc.
word vectors A!4 ...etc.
indirection !A ...etc.
2. Bytes i.e. numbers between 0 and 255, or single characters, or
logical values.
Storage required: 1 byte
e.g. byte vectors A?l ... etc.
indirection ?A ...etc.
3. Strings i.e. sequences of between 0 and 255 characters, followed by
a 'return'.
Storage required: Length+l bytes
e.g. quoted string "A STRING"
string variable SA ...etc.
All these types of data can be written to cassette and read from
cassette, making it very simple to make files of data generated by
programs.
The ATOM BASIC functions and statements for cassette input and
output are designed to be fully compatible with the disk operating
system, should that be added at a later stage. When the disk operating
system is used, several files can be used by one program, and the
individual files are identified by a 'file handle', a number
specifying which file is being referred to. Although this facility is
not available when working with a cassette system, the file handle is
still required for compatibility.
9.2 Output
To output a word to cassette the PUT statement is used. Its form is:
PUT A,W
where A and W are the file handle, and word for output, respectively.
To output a byte to cassette the BPUT statement is used; the form
is:
BPUT A,B
where A is the file handle, and B is the byte for output.
To output a string the SPUT statement is used. The form is:
SPUT A,S
where A is the file handle, and S is the base address of the string.
67
9.3 Input
To read a word from cassette the GET function is used. Its form is:
GET A
where A is the file handle. The function returns the value of the
word.
To read a byte the BGET function is used. Its form is:
BGET A
where A is the file handle. The BGET function returns the value of the
byte, and can therefore be used in expressions; for example:
PRINT BGET A + BGET A
will read two bytes from cassette and print their sum.
To read strings the SGET statement is used. The form is:
SGET A, S
where A is the file handle, and S is the base address where the string
will be stored. The string S should be large enough to accomodate the
string being read.
Note the difference between SGET, which is a statement, and the
functions BGET and GET; SGET cannot be used in expressions.
9.4 Find Input and Find Output
The functions FIN (find input) and FOUT (find output) can optionally
be called before inputting from, or outputting to, cassette. The
functions are called with a null string as the argument, and they
return the value 13; when used with a disk system the argument is the
file name, and the value returned is the file handle.
The FOUT function is called as follows:
A=FOUT""
and it will cause the message:
RECORD TAPE
to be printed, and the program will wait for a key to be pressed
before continuing execution.
The FIN function is called as follows:
A=FIN""
and it causes the message:
PLAY TAPE
to be printed, and again the program will wait for a key to be
pressed. A dummy variable, such as A in this example, should be used
to hold the file handle.
9.4.1 Data on Cassette
The following program prompts for a series of values, terminated by a
zero, and saves them on a cassette tape. The first byte saved on the
tape is the number of words of data saved.
1 REM Data to Cassette
10 DIM vv(20)
20 N=0
30 DO INPUT J
40 VV(N)=J; N=N+1
50 UNTIL J=0 OR N>20
60 A=FOUT""
68
70 BPUT A, (N-1)
80 FOR M=0 TO N-1
90 PUT A,VV(M)
100 NEXT M
110 END
Description of Program:
30-50 Input numbers
60 Warn user to start tape
70 Output number of bytes
80-100 Save values on cassette
Variables:
A - Dummy file handle
J - Temporary variable for values input
M - Counter
N - Counter for number of values
vv(0...-20) - Array of numbers
The next program reads the values back in and plots a histogram of the
values. The program automatically scales the values if they are too
large to fit onto the screen.
1 REM Plot Histogram from Cassette
10 DIM VVv(20)
20 A=FIN""; N=BGET A
30 FOR M=0 TO N
40 VV(M)= GET A
50 NEXT M
60 REM X=Maximum, Y=Minimum
70 X=VV(0); Y=VvVv(0)
80 FOR M=1 TO N
90 IF X<VV(M) THEN X=VV(M)
100 IF Y>VV(M) THEN Y=VV(M)
110 NEXT M
120 S=(X-Y+63)/64
130 REM Plot Histogram
135 CLEAR 0
140 FOR M=0 TO N
150 MOVE 0,M
160 DRAW ((VV(M)-Y)/S) ,M
170 NEXT M
180 GOTO 180
Description of Program:
20-50 Read values into array
70-110 Find maximum and minimum values in array
120 Calculate scaling factor
140-170 Plot scaled histogram
180 Wait for ESC key.
Variables:
A - Dummy file handle
M - Counter
N - Number of values in array
S - Scale factor for array
vv(0...-20) - Array of values
X - Maximum value
Y - Minimum value
69
9.5 Reading and Writing Speed
When writing data to the cassette it is important to remember that the
program reading the data back will not be able to control the
cassette; it will have to read the data before it has passed under the
tape head. If the program to read the data will spend a substantial
time between reading, it may miss bytes passing under the tape head
unless a delay is inserted between bytes when writing to tape.
As a general guide, the program to read the data should take no
longer to read each byte than the program to write the data takes to
write it.
9.6 Animal Learning Program
The following program illustrates how a computer can be ‘'taught'
information, so that a 'database' of replies to questions can be built
up. The computer plays a game called 'Animals'; the human player
thinks of an animal and the computer tries to guess it by asking
questions to which the answer is either 'yes' or 'no'. Initially the
computer only knows about a dog and a crow, but as the game is played
the computer is taught about all the animals that it fails to guess.
The program uses the cassette input/output statements to load the
database, or tree, from cassette at the start of the game, and to save
the enlarged database at the end of the game.
First create a database by typing:
GOSUB 9000;
and record the database on a cassette. Then RUN the program and load
the database you have just recorded. When the reply 'NO' is given to
the question 'ARE YOU THINKING OF AN ANIMAL' the program will save the
new, enlarged, database on cassette. Also given is a sample run which
was obtained after several new animals had been introduced to the
computer.
1 REM Animals
10 REM Load Tree
20 F=FIN""
23 DO UNTIL BGET F=#AA
25 FOR T=TOP TO TOP+GET F
30 ?T=BGET F; NEXT T
35 DO X=TOP
40 PRINT'"ARE YOU THINKING OF AN ANIMAL"
45 GOSUB q
48 IF Q=0 THEN GOSUB z; END
50 DO PRINT S$X+1
60 GOSUB q
65 P=X+LENX+1+Q; X=!P+TOP
70 UNTIL ?X<>CH"*"
75 PRINT"IS IT " SX
80 GOSUB q
85 IF Q=4 PRINT "HO-HO";UNTIL 0
90 DO INPUT"WHAT WERE YOU THINKING OF"ST
95 UNTIL LEN T>2
98 L=T; GOSUB s
100 PRINT" TELL ME A QUESTION "
110 PRINT"THAT WILL"'"DISTINGUISH "
120 PRINT "BETWEEN " SL " AND " SX ''
130 $T="*";s R=T+1
140 INPUT SR; !P=T-TOP; GOSUB s
145 K=T; T=T+8; GOSUB j
150 GOSUB q
70
16
17
100
101
102
103
200
201
202
203
203
204
210
211
212
215
216
217
300
900
901
901
902
902
910
911
911
911
912
913
914
915
Desc
0 K!Q=X-TOP; K!(4-Q)=L-TOP
0 UNTIL 0
OqINPUT ST
0 IF ?T=CH"Y"THEN Q=4; RETURN
0 IF ?T=CH"Q"THEN END
0 Q=0; RETURN
OjJST=SR; A=1
0 DO A=A+1
0 v=T?(At4); ST+A+4=""
0 IF S$T+A=" IT " UNTIL 1; GOTO k
5 T?(At4)=vV
0 UNTIL A=LEN T-5
0 PRINT"WHAT WOULD THE ANSWER BE"'
0 PRINT"FOR " $X
0 RETURN
OkT?(A+4)=V; ST+A+1=""
0 PRINT $T,S$X,ST+A+3
0 RETURN
OsT=T+LEN T+1; RETURN
0 REM Set-Up File
0 T=TOP; $T="*DOES IT HAVE FOUR LEGS"
5 GOSUB s; P=T; T=T+8; !P=T-TOP
0 S$T="A CROW"; GOSUB s; P!4=T-TOP
5 $T="A DOG"; GOSUB s
OzZREM Save Tree
Q F=FOUT ""
2 BPUT F,#AA; WAIT
5 PuT F,(T-TOP-1)
0 FOR N=TOP TO T-1
0 BPUT F, ?N
0 NEXT N
0 RETURN
ription of Program:
20-30 Load previous tree
23 Look for start flag
35 Reset X to top of tree
50 Print next question
70 Carry on until not a question
75 Guess animal
90-95 Wait for a sensible reply
98 Find end of reply
1000-1030 q: Look for Y, N, or Q; set Q accordingly
2000-2120 j: Look for "IT "in question and print question with "IT"
replaced by name of animal.
3000 s: Move T to end of string $T.
9000 Set up tree file
9100 z: Save tree file.
Variables:
F - Dummy file handle
K - Pointer to addresses of next two branches of tree
L - Pointer to animal typed in
P - Pointer to address of next question or animal.
Q - Value of reply to question; no=0, yes=4.
R - Pointer to question typed in
T - Pointer to next free location
X - Pointer to current position on tree
Program size: 1254 bytes
Additional storage: as required for tree.
Sample run:
>RUN
ARE YOU THINKING OF AN ANIMAL?Y
DOES IT HAVE FOUR LEGS?Y
CAN YOU RIDE IT?N
DOES IT HAVE STRIPES?N
IS IT A DOG?N
WHAT WERE YOU THINKING OF?A MOUSE
TELL ME A QUESTION THAT WILL
DISTINGUISH BETWEEN A MOUSE AND A DOG
?DOES IT SQUEAK
DOES A DOG SQUEAK?NO
ARE YOU THINKING OF AN ANIMAL?Y
DOES IT HAVE FOUR LEGS?Y
CAN YOU RIDE IT?N
DOES IT HAVE STRIPES?N
DOES IT SQUEAK?Y
IS IT A MOUSE?Y
HO-HO
ARE YOU THINKING OF AN ANIMAL?N
RECORD TAPE
>
72
| 0 More Space and More
speed
This chapter shows how to abbreviate programs so that they will fit
into a smaller amount of memory, and how to write programs so that
they will run as fast as possible.
10.1 Abbreviating BASIC Programs
Most versions of BASIC demand a large amount of redundancy. For
example, the command PRINT must usually be specified in full, even
though there are no other statements beginning with PR. In ATOM BASIC
it is possible to shorten many of the statement and function names,
and omit many unnecessary parts of the syntax, in order to save memory
and increase execution speed. The examples in this manual have avoided
such abbreviations because they make the resulting program harder to
read and understand, but a saving of up to 30% in memory space can be
obtained by abbreviating programs as described in the following
sections.
10.1.1 Statements and Functions
All statement and function names can be abbreviated to the shortest
sequence of characters needed to distinguish the name, followed by a
full stop. The following abbreviations are possible:
Name: Abbreviation:
ABS A.
AND A.
BGET B.
BPUT B.
CH
CLEAR
COUNT Cs
DIM
DO
DRAW
END E.
EXT E.
FIN F.
FOR F.
FOUT FO.
GET G.
GOSUB Gos.
GOTO G.
IF
INPUT IN.
LEN L.
LET Lie
LINK he is
LIST L.
LOAD LO.
MOVE
NEW N.
NEXT N.
73
OLD
OR
PLOT
PRINT P.
PTR
PUT
REM
RETURN R.
RND R.
RUN
SAVE SA.
SGET Ss.
SHUT SH.
SPUT SP.
STEP Ss.
THEN T.
TO
TOP T.
UNTIL U.
WAIT
10.1.2 Spaces
Spaces are largely irrelevant to the operation of the BASIC
interpreter, and they are ignored when encountered in a program. Their
only effect is to cause a 13 microsecond delay in execution. There is
one place where a space is necessary to avoid an ambiguity as in the
following example:
FOR A=B TO C
where the space after B is compulsory to make it clear that B is not
the first letter of a function name.
10.1.3 LET
Some BASICs demand that every assignment statement begin with the word
LET; e€.g.3:
LET A=B
In ATOM BASIC the LET statement may be omitted, with a decrease in
execution time.
10.1.4 THEN
The word THEN in the second part of an IF statement may be omitted.
For example:
IF A=B C=D
is perfectly legal. However, note that if the second statement begins
with a T, or a '?' or '!' unary operator, some delimiter is necessary:
IF A=B THEN T=Q
Alternatively a statement delimiter ';' can be used as the delimiter:
IF A=B; T=Q
10.1.5 Brackets
Brackets enclosing a function argument, or an array identifier, are
unnecessary and may be omitted when the argument, or array subscript,
is a single variable or constant.
For example, AA(3) may be written AA3, ABS(RND) may be written
ABSRND, but AA(B+2) cannot be abbreviated.
74
10.1.6 Commas
The commas separating elements in a PRINT statement can be omitted
when there is no ambiguity.
For example:
PRINT A,B,C, "RESULT", J
may be shortened to:
PRINTA B C"RESULT"J
Note that the comma in:
PRINT &A,&B
is, however, necessary to distinguish the numbers from the single
number (A&B) printed in hex.
10.1.7 Multi-Statement Lines
Each text line uses one byte per character on the line, plus two bytes
for the line number and a one-byte terminator character; thus writing
several statements on one line saves two bytes per statement. Note
that there are two occasions where this cannot be done:
1. After an IF statement, because the statements on the line following
the IF statement would be skipped if the condition turned out false.
2. Where the line number is referred to in a GOTO or GOSUB statement.
10.1.8 Control Variable in NEXT
The FOR...NEXT control variable may be omitted from the NEXT
statement; the control variable will be assumed to be the one
specified in the most recently activated FOR statement.
10.2 Maximising Execution Speed
ATOM BASIC is one of the fastest BASIC interpreters available, and all
of its facilities have been carefully optimised for speed so that
calculations will be performed as quickly as possible, and so that
real-time graphics programs are feasible.
To obtain the best possible speed from a program the following
hints should be borne in mind; but note that many of these suggestions
reduce the legibility of the program, and so should only be used where
speed is critical.
1. Use the FOR...NEXT loop in preference to an IF statement and a
GOTO.
2. Use labels, rather than line numbers, in GOTO and GOSUB statements.
3. Avoid the use of constants specified in the body of programs;
instead use variables which have been set to the correct value at the
start of the program. For example, replace:
A=A*1000
by:
T=1000
A=A*T
4. Write statements in-line, rather than in subroutines, when the
subroutines are only called once, or when the subroutine is shorter
than two or three lines.
75
5. If a calculation is performed every time around a loop, make sure
that the constant part of the calculation is performed only once
outside the loop. For example:
FOR J=1 TO 10
FOR K=1 TO 10
VV(K)=VV(J) *2+K
NEXT K
NEXT J
could be written as:
FOR J=1 TO 10
Q=VV(J)*2
FOR K=1 TO 10
VV (K)=Q+K
NEXT K
NEXT J
6. Where several nested FOR...NEXT loops are being executed, and the
order in which they are performed is not important, arrange them so
that the one executed the greatest number of times is at the centre.
For example:
FOR J=1 TO 2
FOR K=1 TO 1000
NEXT K
NEXT J
is faster than:
FOR K=1 TO 1000
FOR J=1 TO 2
NEXT J
NEXT K
because in the second case the overhead for setting up the inner loop
is performed 1000 times, whereas in the first example it is only
performed twice.
7. Choose the FOR...NEXT loop parameters so as to minimise
calculations inside the loop. For example:
FOR N=0 TO 9
DRAW AA(2*N), AA(2*N+1)
NEXT N
could be rewritten as the faster:
FOR N=0 TO 18 STEP 2
DRAW AA(N),AA(N+1)
NEXT N
8. Use word operations rather than byte operations where possible. For
example, to clear the graphics screen to white it is faster to
execute:
76
FOR N=#8000 TO #9800 STEP 4; !N=-1; NEXT N
than the following:
FOR N=#8000 TO #9800; ?N=-1; NEXT N
9. The IF statement containing several conditions linked by the AND
connective, as, for example:
IF A=2 AND B=2 AND C=2 THEN .....
will evaluate all the conditions even when the earlier ones are false.
Rewriting the statement as:
IF A=2 IF B=2 IF C=2 THEN .....
avoids this, and so gives faster execution.
77
78
l l Advanced Graphics
The ATOM provides nine different graphics modes, up to a resolution of
256x192 in black and white, and 128x192 in four selectable colours.
The graphics modes use the BASIC statements PLOT, DRAW, and MOVE in an
identical way. All the black-and-white graphics commands are present
in the unexpanded ATOM, although extra memory will be required for the
higher-resolution graphics modes. Colour plotting requires’ the
addition of an assembler routine, or the COLOUR statement provided in
the extension ROM.
11.1 Graphics Modes
The nine graphics modes are listed below:
Mode: Resolution: Memory:
Xs Ys
0 64 48 0.5
la 64 64 1K
1 128 64 1K
2a 128 64 2K
2 128 96 1.5 K
3a 128 96 3 K
3 128 192 3 K
4a 128 192 6 K
4 256 192 6 K
11.2 CLEAR
This statement clears the screen and puts it into graphics mode. It is
followed by a number, or expression in brackets, to specify the mode.
The graphics screen is labelled as follows:
Y
0,0 xX ——»>
The smallest square which can be plotted on the display is referred to
as a 'pixel' (or 'picture element').
11.3 PLOT
The graphics statements include a versatile 'PLOT K,X,Y' statement,
the value of K determining whether to draw or move, plot lines or
points, whether to set, clear, or invert, and whether to take the
parameters X and Y as the absolute screen position, or as a
displacement from the last point. The values K, xX, and Y can be
arbitrarily-complicated expressions.
79
K Function:
0 Move relative to last position
1 Draw line in white relative to last position
2 Invert line relative to last position
3. Draw line in black relative to last position
4 Move to absolute position
5 Draw line in white to absolute position
6 Invert line to absolute position
7 Draw line in black to absolute position
8 Move relative to last position
9 Plot point in white relative to last position
10 Invert point relative to last position
11 Plot point in black relative to last position
12 Move to absolute position
13. Plot point in white at absolute position
14 Invert point at absolute position
15 Plot point in black at absolute position
11.4 DRAW and MOVE
In addition DRAW and MOVE statements are provided as convenient
aliases for drawing a line and moving to an absolute X,Y position.
MOVE X,Y is equivalent to PLOT 12, X, Y.
DRAW X,Y is equivalent to PLOT 5, X, Y.
11.4.1 Random Rectangles
The following program illustrates the use of relative plotting using
the PLOT statement, and draws random rectangles on the display. The
program will work in any of the graphics modes.
10 REM Random Rectangles
13 S=20
16 Z=1;B=0
17 W=64;H=48
18 E=W-S;F=H-S
20 CLEARB
30 FORQ=0TO7
32 MOVE(ABSRND3E) , (ABSRND3F)
35 C=ABSRND%S+1;D=ABSRND%S+1;GOSUBs
37 NEXTQ;FOR Q=0T020000;NEXTQO
38 GOTO20
100sPLOTZ,C,0
110 PLOTZ,0,D
120 PLOTZ,-C,0
130 PLOTZ,0,-D
140 RETURN
Description of Program:
13-18 Set up constants
20 Initialise graphics
30 Draw 41 rectangles
32 Move to random point, leaving margin for size of largest
rectangle.
35 Choose random rectangle
37 Wait; then repeat.
100-140 s: Draw rectangle.
80
Variables:
C,D - Dimensions of rectangle
E,F - Dimensions of safe part of screen to start drawing rectangle.
H - Screen height
- Counter
- Size of squares
- Screen width
- Plot mode; draw relative.
N=]nIO
Program size: 278 bytes
11.5 Advanced Graphics Examples
The following examples are designed for use with the higher-resolution
graphics modes, and illustrate some of the applications that are
possible using the ATOM's graphics facilities.
11.5.1 The Sierpinski Curve
This curve is of interest to mathematicians because it has the
property that it encloses every interior point of a square, and yet it
is a closed curve whose area is less than half that of the square.
This program draws successive generations to illustrate how the
Sierpinski curve, which is the limit of these polygonal drawings, is
constructed.
1 REM Sierpinski Curve
10 INPUT"MODE"O
15 INPUT"SIZE"K
20 CLEARO
30 S=5
40 J=1
50 FOR I=1 TO 5
60 J=3*2;D=K/I/4
70 X=K-5*D; Y=K-2*D
80 T=1; MOVE X,Y
90 X=X+D; A=J; B=J; GOTO s
100aIF A=J AND B=J GOTO z
110sP=J; Q=A; R=B
120vVIF P<2 GOTO z
130 IF P=2 GOSUB 0; GOTO a
140 P=P/2
150 IF Q<P OR P+1<Q GOTO n
170 IF R<P OR P+1<R GOTO n
190 GOSUB c; GOTO a
200nIF Q>=P THEN Q=Q-P
210 IF R>=P THEN R=R-P
220 GOTO v
230ZREM end of loop
240 FOR N=1 TO 1000;NEXT
250 CLEARO
260 NEXT I
270 END
1000cGOTO(1000+100*T)
1100 X=X+D
1105 PLOTS,X,Y
1110 X=X+D;Y=Y+D;PLOTS,X,Y
1120 Y=Y+D;B=B+1;T=4;RETURN
1200 Y=Y-D
1205 PLOTS,X,Y
1210 X=X+D;Y=Y-D;PLOTS,X,Y
81
1220
1300
1305
1310
1320
1400
1405
1410
1420
X=X+D; A=A+1;T=1;RETURN
Y=Y+D
PLOTS, X,Y
X=X-D; Y=Y+D; PLOTS, X,Y
X=X-D; A=A-1;T=3;RETURN
20000GOTO(2000+100*T)
2100
2110
2120
2200
2210
2220
2300
2310
2320
2400
2410
2420
X=X+D;PLOTS, X,Y
X=X+D; Y=Y+D;PLOTS,X,Y
X=X+D;Y=Y-D;GOTO 1305
Y=Y-D; PLOTS, X,Y
X=X+D;Y=Y-D;PLOTS,X,Y
X=X-D; Y=Y-D;GOTO 1405
X=X-D;PLOTS,X,Y
X=X-D; Y=Y-D;PLOTS,X,Y
X=X-D; Y=Y+D; GOTO 1105
Y=Y+D;PLOTS,X,Y
X=X-D; Y=Y+D;PLOTS,X,Y
X=X+D; Y=Y+D; GOTO 1205
Description of Program:
50 Plot five generations
1000-1420 Plot centre square
2000-2420 Not a centre square
Variables:
A,B - Coordinates of current square
D - Number of cells in a quarter of a square
J - Number of squares in picture
K - Resolution of screen
O - Graphics mode
iS) - Argument for PLOT statement
T - Angle in units of 90 degrees.
X,Y - Current drawing position
Program size: 1047 bytes
Sample plot:
82
11.5.2 Three-Dimensional Plotting
The following program will plot a perspective view of a
three-dimensional object or curve as viewed from any specified point
in space. The program is simply provided with a subroutine giving the
coordinates of the object to be drawn, or the equation of the curve.
The program below plots a perspective view of the curve
1/(1+x*2+y*2) for a range of values of x and y. The function has been
scaled up by a factor of 300 to bring the interesting part of the
curve into the correct range. The program is provided with an equation
of the curve, specifying z (the vertical axis) in terms of x, and y
(the two horizontal axes), and the view position. It projects every
point on the surface onto a plane perpendicular to the line joining
the view position to the origin. The example given here draws line of
equal y, and the surface is drawn as if viewed from the point x=30,
y=40, z=8; i.e. slightly above the surface.
1 REM Three-Dimensional Plotting
50 L=30;M=40;N=8
110 Z=0;CLEAR4
120 A=#8000;B=#9800
130 FORJ=A TO B STEP4;!J=-1;N.
150 S=L*L+M*M;GOS.s;R=Q
160 S=S+N*N;GOS.s;S=L*L+M*M
170 T=L*L+M*M+N*N
200 F.U=-20T020
210 V=-20;GOS.c;GOS.b
220 F.V=-19T020;GOS.c;GOS.a;N.;N.
230 END
400sQ=S/2
410 DOQ=(Q+S/Q)/2
415 U.(Q-1)*(Q-1)<S AND(Q+1)*(Q+1)>S
420 R.
500 REM DRAWTO(U,V,W)
510aZ=3
520b0=T-U*L-V*M-W*N
530 C=T*(V*L-U*M) *4/(R*O)+128
540 D=96+3*Q* (W*S-N* (U*L+V*M) ) /(R*O)
560 PLOT(Z+4),C,D;Z=0;R.
600cW=300/(10+U*U+V*V)-10;R.
Description of Program:
50 Set up view position
110 Set move mode, and clear screen
120-130 Invert screen
150-170 Calculate constants for linear projection
200-230 Scan X,Y plane evaluating function and plotting projected
lines.
400-420 s: Square root routine (see Section 5.2.2).
500-560 a: Calculate projected position of next point and move to it
(Z=0) or draw to it (253)
600 c: Function for evaluation
Variables:
A - Display area start
B - Display area end
C,D - Coordinates of projected point
J - Display location to be cleared
Q,R,S,T - Constants for projection
U,V - Scan variables
83
W - Function value
Program size: 491 bytes.
Sample Plot:
11.6 Plotting Hex Characters
In the higher graphics modes, modes 1 to 4, characters cannot be
plotted on the screen directly but it is fairly simple to draw
characters using the graphics statements. The following simple
routines will draw the hex characters 0 to F, with any desired
scaling, and with an optional slope. The routines are useful for
labelling graphs drawn in the higher-resolution graphics modes.
Routine p plots a single hex character; routine q plots two hex
characters. The routine is demonstrated by drawing random hex
characters in a circle.
1 REM Plotting Hex Characters
10 N=TOP; !N=#6E3E4477; N!4=#467B6B4D
12 N!8=#795F4F7F; N!12=#1B3B7C33
20 V=2; H=2; S=0
25 CLEAR 0
30 X=30; Y=0
40 MOVE (32+X),(24+Y)
50 X=X+¥/6;Y=Y-X/6
60 A=ABSRND&#F
70 GOSUBp
90 GOTO 40
1000qREM Plot B as 2 hex digits
1010 A=B/16; GOSUB p
1020 A=B&#F
2000pREM Plot A in hex
2001 REM uses:A,H,J,K,L,N,Q,V
2010 Q=N?A
2020 FOR J=1 TO 7
2030 K=(2-J%6)%2;L=(2-(J-1)%4)%2
2040 PLOT(Q&1),(L*H+K*S), (K*V)
2050 Q=0/2; NEXT J
2060 PLOTO,((H+2)/2),0; RETURN
84
Description of Program:
10-12 Set up plotting statements for the 16 characters.
20 Scales for letters 30-50 Move X,Y around a circle
60-70 Plot random character
1000-1020 q: Plot low-order byte of B as two hex digits
2000-2060 p: Plot low-order hex digit of A in hex
Variables:
A - Hex digit to be plotted
B - Byte to be plotted
H - Horizontal scaling
N - Vector containing character plotting statements
Q - Next plot statement; low-order bit determines whether to draw or
move.
S - Slope factor
V - Vertical scaling
X,Y - Coordinates of point on circle.
Program size: 457 bytes
Vector: 16 bytes
11.7 Animated Graphics
The graphics statements are optimised for speed. For example, to draw
a diagonal across the screen using:
MOVE 0,0 ; DRAW 255,191
takes under 40 msec. The following program uses animated graphics to
display a clock whose hands move to show the correct time. The hands
are drawn using the statement PLOT 6, and the same statement is
repeated to remove each hand’s old position before drawing its new
position. The clock keeps accurate time by executing the WAIT
statement:
1 REM Clock
10 CLEAR4 ;E=128;F=96
15 J=71;K=678;0=100;R=#B001
20 X=0;Y=8000;G=90
30 MOVE(X/Q+E),(Y/Q+F)
40 FORL=0 TO 59
45 IF L%5<>0 GOTO c
50 DRAW(X/G+tE) , (Y/G+F)
55 MOVE(X/Q+E),(Y/Q+F)
60cGOSUBi ; GOSUBp
68 NEXTL
70 X=0;Y=5000;S=0
72 DO A=0;B=6600
80 FOR H=0 TO 4
82 GOSUBh;C=X;D=Y;X=A;Y=B
84 FOR M=0 TO 11
85 GOSUBh;A=X;B=Y
87 X=0;Y=7000
88 IF ?R<>#FF GOTO b
90 FOR L=0 TO 59
110 GOSUB s
120 FOR N=S TO 55;WAIT;NEXT N
130 S=0
140 GOSUBs;GOSUBi
150 NEXT L
155bX=A; Y=B
160 GOSUBh;GOSUBi
85
170 NEXT M
175 A=X;B=Y;X=C;Y=D
180 GOSUBh;GOSUBi
200 NEXT H; UNTIL 0
399 REM
400hMOVE E,F
410 V=X/2/0;U=Y¥/2/0;W=V/5;T=U/5
415 WAIT
420 PLOT6, (V-T+E) , (U+W+F)
430 PLOT6, (X/Q+E),(Y/Q+tF)
440 PLOT6, (V+T+E) , (U-W+F)
450 PLOT6,E,F;S=S+5;RETURN
500iWAIT; X=X+Jd*Y/K
510 Y=Y-J*X/K;S=S+1;RETURN
600SMOVE E,F
620pWAIT; PLOT6, (X/Q+E),(Y/Q+F)
630 S=S+1;RETURN
Description of Program:
40-68 Draw clock face
80-84 Do hours and minutes
88 If shift key down miss out seconds
90-150 Do seconds
120 Use up remainder of each second
400-450 h: Draw hour/minute hand from centre of screen to X,Y
500-510 i: Increment X,Y one sixtieth of way around circle.
600 s: Draw second hand
620-630 p: Plot to point X,Y
Variables:
A,B - Coordinates of tip of minute hand
C,D - Coordinates of tip of hour hand
,F - Coordinates of centre of screen
Twelves of minutes counter
- Incremental variables; J/K = 2*PI/60 approx.
Seconds counter
Minutes counter
- Counter
- Scaling factor
- Address of shift key
S - Sixtieths of a second used out of current second
X,Y - Coordinates on screen scaled by Q
(nO
AOAVA*srauts
l
Program size: 806 bytes
86
Sample Plot:
To set the correct time hold the shift key down after typing RUN, and
release it when the hour and minute hands are in the correct
positions.
11.8 Plotting in BASIC
To illustrate how the plotting statements work, the following BASIC
programs will plot points on the screen in the different graphics
modes without using PLOT, DRAW, or MOVE.
11.8.1 Plotting and Testing Points in Mode 0
The following BASIC program will plot a point in the graphics mode 0;
the main program sets up a vector V which contains bytes with a single
bit set to denote the bit to be plotted. Subroutine p plots a point at
the coordinates X and Y.
1 REM Plot in Mode 0
10 DIM V(5)
20 !V=#04081020; V!4=#102
100 REM Plot point at X,Y
110 REM Changes: P; Uses V,X,Y
120pP=X/2+(47-Y) /3*32+#8000
130 ?P=?P\V? (X&1+(47-Y)%3*2) ;RETURN
Using this method it is possible to determine the state of any point
on the screen, as well as actually plotting points. For example,
changing line 130 to:
130 Q=(?P&(V?(X&1+(47-Y)$3*2) )<>0)
uses Q as a logical variable whose value is set to ‘true' if the point
X,Y is set, and to 'false' if the point is clear.
Note that the screen should be cleared by writing #40 in every
location (or with the statement CLEAR 0) before plotting in graphics
mode zero with this routine.
87
11.8.2 Plotting in Higher Graphics Modes
To set the ATOM to a higher graphics mode the following character
should be stored in location #B000:
Mode: Value:
0 #00
la #10
1 #30
2a #50
2 #70
3a #90
3 #BO0
4a #D0
4 #F0
This operation is performed automatically for modes 0, 1, 2, 3, and 4
by the CLEAR statement. Modes la, 2a, 3a, and 4a are colour graphics
modes; see section 11.9 below.
To illustrate plotting in the higher modes the following BASIC
program will plot a point on the screen at the coordinates X,Y in the
highest-resolution graphics mode:
10 DIM v(7)
20 !V=#10204080; V!4=#1020408
30 ?#BOO00=#F0
100 REM Plot point at X,Y
110 REM Changes: P; Uses: V,X,Y
100pP=X/8+(191-Y)*32+#8000
102 ?P=?P\\V? (X&7) ; RETURN
Again the program can be modified to test the state of points of the
screen.
11.9 Colour Graphics
The ATOM provides three additional graphics modes which provide
graphics in four selectable colours up to a maximum definition of
128x192. These modes are known as la, 2a, 3a, and 4a. The BASIC's
PLOT, DRAW, and MOVE statements can be used in the 4-colour modes
provided that a point-plotting routine, written in assembler, is
provided to replace the black-and-white point plotting routines.
Alternatively the COLOUR statement, provided in the extension ROM, can
be used; see Section 22.2. The address of the point-plotting routine
used by PLOT, MOVE, and DRAW is stored in RAM at #3FE and #3FF. The
following information is passed down to the point-plotting routine in
zero page:
Location: Function:
5A X coordinate - low byte
5B " " high byte
5C Y coordinate - low byte
5D " " high byte
5E 1: set bit, 2: invert bit, else, clear bit.
5F Free for workspace
6 0 ili ww
The following BASIC program demonstrates how an assembler
point-plotting routine can be provided to give four-colour plotting in
graphics mode 4a, the highest-resolution colour graphics mode:
88
10 REM 4-Colour Plot
12 GOSUB 400
16 CLEAR4;?#B000=#D0
18 ?#3FE=Q; ?#3FF=Q&#FFFF/256
30 FOR J=0 TO 64 STEP 2
40 ?C=J%3*4;MOVE J,0
50 DRAW 127,J;DRAW(127-J),191
60 DRAW 0,(191-J);DRAW J,0
70 NEXT J
80 END
400 DIM V(11),C(0),P(-1),Q(-1)
420 !V=#01041040;V! 4=#02082080;V! 8=#030C30C0
430 P.$21
510 LDA@O;STA #5F
520 LDA#5C;LSR A;ROR #5F
530 LSRA;ROR#5F;LSRA;ROR#5F
540 STA#60;LDA#5A;LSRA;LSRA
550 CLC;ADC#5F;STA#5F
560 LDA#60;ADC@#80;STA#60
570\#5F AND #60 CONTAIN ADDRESS
580 LDA#5A;AND@3;CLC;ADCC; TAY
590 LDX@0;LDAV,Y;ORA(#5F,X)
600 STA(#5F,X);RTS
610]
620 P.S6
630 RETURN
Description of Program:
12 Assemble point plotting routine
16 Clear display; set mode 3a
18 Change point plotter vector
30-70 Demonstration program; curve stitching in 4 colours
400 Set up variable space
420 Vectors for three colours
430 Disable assembler listing
508-610 Assembler point-plotter program
620 Turn screen back on
Variables:
C - Colour: 0, 4, or 8.
P - Location counter
Q - Address of point-plotting routine
V - Vectors for setting bits
Program size: 558 bytes
Vectors: 13 bytes
Note that the routine only sets bits, and plots in three colours - the
fourth colour being the background colour. It would be a simple matter
to modify the routine so that it was able to set or unset bits; i.e.
plot in the background colour.
89
90
l 2 What to do if Baffled
This section is the section to read if all else fails; you have
studied your program, and the rest of the manual, and you still cannot
see anything wrong, but the program refuses to work.
There are two types of programming errors; errors of syntax, and
errors of logic.
12.1 Syntax Errors
Syntax errors are caused by writing something in the program that is
not legal, and that is therefore not understood by the BASIC
interpreter. Usually this will give rise to an error, and reading the
description of that error code in Chapter 27 should make the mistake
obvious.
Typical causes of syntax errors are:
1. Mistyping a digit '0' for a letter '0O', and vice-versa. E.g.:
FOR N=1 TO 3
2. Mistyping a digit '1' for a letter 'I', and vice-versa. E.g.:
1F J=2 PRINT "TWO"
3. Forgetting to enclose an expression in brackets when it is used as
a parameter in a statement. E.g.:
MOVE X+32,Y
In some cases a syntax error is interpreted as legal by BASIC, but
with a different meaning from that intended by the programmer, and no
error message will be given. E.g.:
MOVE 0O,O
was intended to move to the origin, but in fact moves to some
coordinates dependent on the value of the variable O.
12.2 Logical Errors
Errors of logic arise when a program is perfectly legal, but does not
do what the programmer intended, probably because the programmer
misinterpreted something in this manual, or because a situation arose
that was not forseen by the programmer. Common logical errors are:
1. Unitialised variables. Remember that the variables A-Z initially
contain unpredictable values, and so all the variables used in a
program should appear on the left hand side of an assignment
statement, in an INPUT statement, dimensioned by a DIM statement, or
as the control variable in a FOR...NEXT loop, at least once in the
program. These are the only places where the values of variables are
changed.
2. The same variable is used for two purposes. It is very easy to
forget that a variable has been used for one purpose at one point in
the program, and to use it for another purpose when it was intended to
save the variable's original value. It is good practice to keep a list
of the variables used in a program, similar to the list given after
91
the application programs in this manual, to avoid this error.
3. Location counter P not set up when assembling. The value of P
should be set before assembling a program to the address of an unused
area of memory large enough to receive the machine code, and P should
not be used for any other purpose in the program.
4. Graphics statements used without initialising graphics. The CLEAR
statement must precede use of any graphics statements.
5. Assigning to a string variable and exceeding the allocated space.
Care should be taken that enough space has been allocated to string
variables, with DIM, to receive the strings allocated to them.
6. Assigning outside the bounds of an array or vector. Assigning to
array or vector elements above the range dimensioned in the DIM
statement will overwrite other arrays, vectors, or strings.
12.3 Suspected Hardware Faults
This section deals with faults on an ATOM which is substantially
working, but which exhibits faults which are thought to be due to
hardware faults rather than programming faults. Hardware fault-finding
details are provided in the Technical Manual; this section describes
only those hardware problems that can be tested by running software
diagnostics.
12.3.1 RAM Memory Faults
The following BASIC program can be used to verify that the ATOM's
memory is working correctly:
1 REM MEMORY TEST
10 INPUT"FROM"A," TO"B
20 DO ?12=0; R=!8
30 FOR N=A TO B STEP4;!N=RND; NEXT N
35 ?12=0; !8=R
40 FOR N=A TO B STEP4
50 IF !N<>RND PRINT'"FAIL AT "&N'
60 NEXT N
70 P." OK"; UNTIL 0
The first address entered should be the lowest address to be tested,
and the second address entered should be four less than the highest
address to be tested. For example, to test the screen memory enter:
>RUN
FROM? #8000
TO?#81FC
The program stores random numbers in the memory locations, and then
re-seeds the random-number generator and checks each location is
correct.
12.3.2 ROM Memory Faults
The BASIC interpreter, operating system, and assembler, are all
contained in a single 8K ROM, and as all ROMs are thoroughly tested
before despatch it is very unlikely that a fault could be present.
However, if a user suspects a ROM fault the following program should
be entered and run; the program obtains a 'signature' for the whole
ROM, this signature consisting of a four-digit hexadecimal number. The
program should be run for each 4K half of the ROM.
92
1 REM CRC Signature
10 INPUT "PROM ADDRESS", P
20 C=0;Z=#FFFF ;Y=#2D
30 FOR Q=0 TO #FFF
35 A=P?Q
40 FOR B=1 TO 8
60 C=C*2+A&1;A=A/2
70 IFC>Z C=C:Y;C=C&Z
80 NEXT B; NEXT Q
110 PRINT "SIGNATURE IS" &C'
120 END
Program size: 213 bytes
Sample run:
>RUN
PROM ADDRESS?#C000
SIGNATURE IS D67D
>RUN
PROM ADDRESS?#F000
SIGNATURE IS E386
>
The program takes about 6 minutes to run, and if these signatures are
obtained the ROM is correct.
The Atom extension ROM, described in chapter 22, can be tested by
giving the reply #D000 to the prompt. It should give a signature of
AAAI.
12.3 Programming Service
If all else fails, owners of an ATOM may make use of the free
Programming Service provided by Acorn. To ensure a rapid reply to any
queries the special Programming Service Forms, supplied with the ATOM,
must be used to submit the problem. New forms will be supplied with
the reply to any queries, or on request.
All reports should be accompanied by a full description of the
problem or fault, and the occasions when it occurs. Please also
enclose a stamped addressed envelope for the reply. A program should
be supplied which illustrates the problem or suspected fault. This
program should preferably be only four or five lines long, and should
be written in the space provided on the Programming Service Form, with
any spaces in the original carefully included. If the problem or fault
is only exhibited by a longer program the report form should be
accompanied by a cassette tape recording of the program, and the title
of the file on the tape should be entered on the form. The cassette
will be returned with the reply.
93
94
l a Assembler Programming
In BASIC there are operators to perform multiplication, division,
iteration etc., but in assembler the only operations provided are far
more primitive and require a more thorough understanding of how the
inside of the machine works. The ATOM is unique in that it enables
BASIC and assembler to be mixed in one program. Thus the critical
sections of programs, where speed is important, can be written in
assembler, but the body of the program can be left in BASIC for
simplicity and clarity.
The following table gives the main differences between BASIC and
assembler:
BASIC Assembler
26 variables 3 registers
4-byte precision 1 byte precision
Slow — assignment takes Fast — assignments take
over 1 msec. 10 usec.
Multiply and divide No multiply or divide
FOR...NEXT and Loops must be set up
DO...UNTIL loops by the programmer
Language independent of Depends on instruction
Computer set of chip
Protection against No protection
overwriting program
However, do not be discouraged; writing in assembler is rewarding
and gives you a greater freedom and more ability to express the
problem that you are trying to solve without the constraints imposed
on you by the language. Remember that, after all, the BASIC
interpreter itself was written in assembler.
A computer consists of three main parts:
1. The memory
2. The central processing unit, or CPU.
3. The peripherals.
In the ATOM these parts are as follows:
1. Random Access Memory (RAM) and Read-Only Memory (ROM).
2. The 6502 microprocessor.
3. The VDU, keyboard, cassette interface, speaker interface...etc.
When programming in BASIC it is not necessary to understand how these
parts are working together, and how they are organised inside the
computer. However in this section on assembler programming a thorough
understanding of all these parts is needed.
13.1 Memory
The computer's memory can be thought of as a number of ‘locations’,
each capable of holding a value. In the unexpanded ATOM there are 2048
locations, each of which can hold one of 256 different values. Only
512 of these locations are free for you to use for programs; the
remainder are used by the ATOM operating system, and for BASIC's
variables.
95
Somehow it must be possible to distinguish between one location
and another. Houses in a town are distinguished by each having a
unique address; even when the occupants of a house change, the address
of the house remains the same. Similarly, each location in a computer
has a unique ‘address', consisting of a number. Thus the first few
locations in memory have the addresses 0, 1, 2, 3...etc. Thus we can
speak of the 'contents' of location 100, being the number stored in
the location of that address.
13.2 Hexadecimal Notation
Having been brought up counting in tens it seems natural for us to use
a base of ten for our numbers, and any other system seems clumsy. We
have just ten symbols, 0, 1, 2, ... 8, 9, and we can use these symbols
to represent numbers as large as we please by making the value of the
digit depend on its position in the number. Thus, in the number 171
the first '1l' means 100, and the second '1' means 1. Moving a digit
one place to the left increases its value by 10; this is why our
system is called 'base ten' or 'decimal'.
It happens that base 10 is singularly unsuitable for working with
computers; we choose instead base 16, or 'hexadecimal', and it will
pay to spend a little time becoming familiar with this number system.
First of all, in base 16 we need 16 different symbols to represent
the 16 different digits. For convenience we retain 0 to 9, and use the
letters A to F to represent values of ten to fifteen:
Hexadecimal digit: 0 1 2 3 4 5 6 7 8 9 A B C D E F
Decimal value: 0 12 3 4 5 6 7 8 9 1011 12 13 14 15
The second difference between base 16 and base 10 is the value
accorded to the digit by virtue of its position. In base 16 moving a
digit one place to the left multiplies its value by 16 (not 10).
Because it is not always clear whether a number is hexadecimal or
decimal, hexadecimal numbers will be prefixed with a hash ’#' symbol.
Now look at the following examples of hexadecimal numbers:
#B1
The 'B' has the value 11*16 because it is one position to the left of
the units column, and there is 1 unit; the number therefore has the
decimal value 176+1 or 177.
#123
The '1' is two places to the left, so it has value 16*16*1. The '2'
has the value 16*2. The '3' has the value 3. Adding these together we
obtain: 256+32+3 = 291.
There is really no need to learn how to convert between
hexadecimal and decimal because the ATOM can do it for you.
13.2.1 Converting Hexadecimal to Decimal
To print out the decimal value of a hexadecimal number, such as #123,
type:
PRINT #123
The answer, 291, is printed out.
13.2.2 Converting Decimal to Hexadecimal
To print, in hexadecimal, the value of a decimal number, type:
PRINT &123
The answer, #7B, is printed out. The '&' symbol means ‘print in
96
hexadecimal'. Thus writing:
PRINT {
will print 123.
13.3 Examining Memory Locations — '?'
We can now look at the contents of some memory, locations in the
ATOM's memory. To do this we use the '?’ query operator, which means
‘look in the following memory location'. The query is followed by the
address of the memory location we want to examine. Thus:
PRINT ?#E1
will look at the location whose address is #El, and print out its
value, which will be 128 (the cursor flag). Try looking at the
contents of other memory locations; they will all contain numbers
between 0 and 255.
It is often convenient to look at several memory locations in a
row. For example, to list the contents of the 32 memory locations from
#80 upwards, type:
FOR N=0 TO 31; PRINT N?#80; NEXT N
The value of N is added to #80 to give the address of the location
whose contents are printed out; this is repeated for each value of N
from 0 to 31. Note that N?#80 is identical to ?(N+#80).
13.4 Changing Memory Locations
A word of caution: although it is quite safe to look at any memory
location in the ATOM, care should be exercised when changing memory
locations. The examples given here specify locations that are not used
by the ATOM system; if you change other locations, be sure you know
what you are doing or you may lose the stored text, or have to reset
the ATOM with BREAK.
First print the contents of #80. The value there will be whatever
was in the memory when you switched on, because the ATOM does not use
this location. To change the contents of this location to 7, type:
2#80=7
To verify the change, type:
PRINT ?#80
Try setting the contents to other numbers. What happens if you try to
set the contents of the location to a number greater than 255?
13.5 Numbers Representing Characters
If locations can only hold numbers between 0 and 255, how is text
stored in the computer's memory? The answer is that each number is
used to represent a different character, and so text is simply a
sequence of numbers in successive memory locations. There is no danger
in representing both numbers and characters in the same way because
the context will always make it clear how they should be interpreted.
To find the number corresponding to a character the CH function
can be used. Type:
PRINT CH"A"
and the number 65 will be printed out. The character "A" is
represented internally by the number 65. Try repeating this for B, C,
D, E... etc. You will notice that there is a certain regularity. Try:
PRINT CH"0"
97
and repeat for 1, 2, 3, 4...etc.
13.6 The Byte
The size of each memory location is called a '‘'byte'. A byte can
represent any one of 256 different values. A byte can hold a number
between 0 and 255 in decimal, or from #00 to #FF in hexadecimal. Note
that exactly two digits of a hex number can be held in one byte.
Alternatively a byte can be interpreted as one of 256 different
characters. Yet another option is for the byte to be interpreted as
one of 256 different instructions for the processor to execute.
13.7 The CPU
The main part of this chapter will deal with the ATOM's brain, the
Central Processing Unit or CPU. In the ATOM this is a 6502, a
processor designed in 1975 and the best-selling 8-bit microprocessor
in 1979. Much of what you learn in this chapter is specific to the
6502, and other microprocessors will do things more or _ less
differently. However, the 6502 is an extremely popular microprocessor
with a modern instruction set, and a surprisingly wide range of
addressing modes; furthermore it uses pipelining to give extremely
fast execution times; as fast as some other microprocessors running at
twice the speed.
The CPU is the active part of the computer; although many areas of
memory may remain unchanged for hours on end when a computer is being
used, the CPU is working all the time the machine is switched on, and
data is being processed by it at the rate of 1 million times a second.
The CPU's job is to read a sequence of instructions from memory and
carry out the operations specified by those instructions.
13.8 Instructions
The instructions to the CPU are again just values in memory locations,
but this time they are interpreted by the CPU to represent the
different operations it can perform, For example, the instruction #18
is interpreted to mean ‘clear carry flag'; you will find out what that
means in a moment. The first byte of all instructions is the operation
code, or ‘op code'. Some instructions consist of just the op code;
other instructions specify data or an address in the bytes following
the op code.
13.9 The Accumulator
Many of the operations performed by the CPU involve a temporary
location inside the CPU known as the accumulator, or A for short
(nothing to do with BASIC's variable A). For example, to add two
numbers together you actually have to load the first number into the
accumulator from memory, add in the second number from memory, and
then store the result somewhere. The following instructions will be
needed:
Mnemonic Description Symbol
LDA Load accumulator with memory A=M
STA Store accumulator in memory M=A
ADC Add memory to accumulator with carry A=A+M+C
We will also need one extra instruction:
CLC Clear carry Cc=0
The three letter names such as LDA and STA are called the instruction
mnemonics; they are simply a more convenient way of representing the
98
instruction than having to remember the actual op code, which is just
a number.
13.10 The Assembler
The ATOM automatically converts these mnemonics into the op codes.
This process of converting mnemonics into codes is called
‘assembling'. The assembler takes a list of mnemonics, called an
assembler program, and converts them into 'machine code', the numbers
that are actually going to be executed by the processor.
13.10.1 Writing an Assembler Program
Enter the following assembler program:
10 DIM P(-1)
20[
30 LDA #80
40 CLC
50 ADC #81
60 STA #82
70 RTS
80]
90 END
The meaning of each line in this assembler program is as follows:
10. The DIM statement is not an assembler mnemonic; it just tells the
assembler where to put the assembled machine code; at TOP in this
case.
20. The '[' and ']’ symbols enclose the assembler statements.
30. Load the accumulator with the contents of the memory location with
address #80. (The contents of the memory location are not changed. )
40. Clear the carry flag.
50. Add the contents of location #81 to the accumulator, with the
carry. (Location #81 is not changed by this operation.)
60. Store the contents of the accumulator to location #82. (The
accumulator is not changed by this operation.)
70. The RTS instruction will usually be the last instruction of any
program; it causes a return to the ATOM BASIC system from the
machine-code program.
80. See 20.
90. The END statement is not an assembler mnemonic; it just denotes
the end of the text.
Now type RUN and the assembler program will be assembled. An
‘assembler listing' will be printed out to show the machine code that
the assembler has generated to the left of the corresponding assembler
mnemonics:
99
RUN
20 824D
30 824D A5 80 LDA #80
40 824F 18 CLC
50 8250 65 81 ADC #81
60 8252 85 82 STA #82
70 8254 60 RTS
| mnemonic statement
instruction data/address
instruction op code
location counter
statement line number
The program has been assembled in memory starting at #824D,
immediately after the program text. This address may be different when
you do this example if you have inserted extra spaces into the
program, but that will not affect what follows. All the numbers in the
listing, except for the line numbers on the left, are in hexadecimal;
thus #18 is the op code for the CLC instruction, and #A5 is the op
code for LDA. The LDA instruction consists of two bytes; the first
byte is the op code, and the second byte is the address; #80 in this
case.
Typing RUN assembled the program and stored the machine code in
memory directly after the assembler program. The address of the end of
the program text is called TOP; type:
PRINT &TOP
and this value will be printed out in hexadecimal. It will correspond
with the address opposite the first instruction, #A5. The machine code
is thus stored in memory as follows:
GSE EEC
TOP
So far we have just assembled the program, generated the machine code,
and put the machine code into memory.
13.10.2 Executing a Machine-Code Program
To execute the machine-code program at TOP, type:
LINK TOP
What happens? Nothing much; we just return to the '>' prompt. But the
program has been executed, although it only took 17 microseconds, and
the contents of locations #80 and #81 have indeed been added together
and the result placed in #82.
Execute it again, but first set up the contents of #80 and #81 by
typing:
2#80=7; 2#81=9
If you wish you can also set the contents of #82 to 0. Now type:
LINK TOP
and then look at the contents of #82 by typing:
PRINT ?#82
100
The result is 16 (in decimal); the computer has just added 7 and 9 and
obtained 16!
13.11 Carry Flag
Try executing the program for different numbers in #80 and #81. You
might like to try the following:
?#80=140; ?#81=150
LINK TOP
What is the result?
The reason why the result is only 34, and not 290 as one might
expect, is that the accumulator can only hold one byte. Performing the
addition in hexadecimal:
Decimal Hexadecimal
140 8C
+150 +96
290 122
Only two hex digits can fit in one byte, so the 'l' of #122 is lost,
and only the #22 is retained. Luckily the '1l' carry is retained for us
in, as you may have guessed, the carry flag. The carry flag is always
set to the value of the carry out of the byte after an addition or
subtraction operation.
13.12 Adding Two-Byte Numbers
The carry flag makes it a simple matter to add numbers as large as we
please. Here we shall add two two-byte numbers to give a two-byte
answer, although the method can be extended to any number of bytes.
Modify the program already in memory by retyping lines 50 to 120,
leaving out the lower-case comments, to give the following program:
10 DIM P(-1)
30 LDA #80 low byte of one number
40 CLC
50 ADC #82 low byte of other number
60 STA #84 low byte of result
70 LDA #81 high byte of one number
80 ADC #83 high byte of other number
90 STA #85 high byte of result
100 RTS
110]
120 END
Assemble the program:
RUN
20 826K
30 826E AS 80 LDA #80
40 8270 18 CLC
50 8271 65 82 ADC #82
60 8273 85 84 STA #84
70 8275 A5 81 LDA #81
80 8277 65 83 ADC #83
90 8279 85 85 STA #85
101
100 827B 60 RTS
Now set up the two numbers as follows:
2#80=#8C; 2?#81=#00
2#82=#96; 2?#83=#00
Finally, execute the program:
LINK TOP
and look at the result, printing it in hexadecimal this time for
convenience:
PRINT &?#84, &?#85
The low byte of the result is #22, as before using the one-byte
addition program, but this time the high byte of the result, #1, has
been correctly obtained. The carry generated by the first addition was
added in to the second addition, giving:
0+0+carry = 1
Try some other two-byte additions using the new program.
13.13 Subtraction
The subtract instruction is just like the add instruction, except that
there is a 'borrow’ if the carry flag is zero. Therefore to perform a
single-byte subtraction the carry flag should first be set with the
SEC instruction:
SBC Subtract memory from accumulator with borrow A=A-M-(1-C)
SEC Set carry flag c=1
13.14 Printing a Character
The ATOM contains routines for the basic operations of printing a
character to the VDU, and reading a character from the keyboard, and
these routines can be called from assembler programs. The addresses of
these routines are standardised throughout the Acorn range of
software, and are as follows:
Name Address Function
OSWRCH #FFF4 Puts character in accumulator to output (VDU)
OSRDCH #FFE3 Read from input (keyboard) into accumulator
In each case all the other registers are preserved. The names of these
routines are acronyms for ‘Operating System WRite CHaracter' and
"Operating System ReaD CHaracter' respectively. These routines are
executed with the following instruction:
JSR Jump to subroutine
A detailed description of how the JSR instruction works will be left
until later.
The following program outputs the contents of memory location #80
as a character to the VDU, using a call to the subroutine OSWRCH:
10 DIM P(-1)
20 W=#FFF4
30[
40 LDA #80
50 JSR W
60 RTS
70]
80 END
102
The variable W is used for the address of the OSWRCH routine. Assemble
the program, and then set the contents of 480 to #21:
2?#80=#21
Then execute the program:
LINK TOP
and an exclamation mark will be printed out before returning to the
ATOM's prompt character, because 021 is the code for an exclamation
mark. Try executing the program with different values in #80.
13.15 Immediate Addressing
In the previous example the instruction:
LDA #80
loaded the accumulator with the contents of location #80, which was
then set to contain #21, the code for an exclamation mark. If at the
time that the program was written it was known that an exclamation
mark was to be printed it would be more convenient to specify this in
the program as the actual data to be loaded into the accumulator.
Fortunately an 'Immediate' addressing mode is provided which achieves
just this. Change the instruction to:
LDA @#21
where the '@' (at) symbol specifies to the assembler that immediate
addressing is required. Assemble the program again, and note that the
instruction op-code for LDA @#21 is #A9, not #A5 as previously. The
op-code of the instruction specifies to the CPU whether the following
byte is to be the actual data loaded into the accumulator, or the
address of the data to be loaded.
103
104
4 Jumps, Branches, and
Loops
All the assembler programs in the previous section have been executed
instruction by instruction following the sequence specified by the
order of the instructions in memory. The jump and branch instructions
enable' the flow of control to be altered, making it possible to
implement loops.
14.1 Jumps
The JMP instruction is followed by the address of the instruction to
be executed next.
JMP Jump
14.2 Labels
Before using the JMP instruction we need to be able to indicate to the
assembler where we want to jump to, and to do this conveniently
'‘labels' are needed. In the assembler labels are variables of the form
AA to ZZ followed by a number (0, 1, 2 ... etc). If you are already
familiar with ATOM BASIC you will recognise these as the arrays.
First the labels to be used in an assembler program must be
declared in the DIM statement. Note that we still need to declare
P(-1) as before, and this must be the last thing declared. For
example, to provide space for four labels LLO, LL1, LL2, and LL3 we
would declare:
DIM LL(3), P(-1)
Labels used in a program are prefixed by a colon ':' character. For
example, enter the following assembler program:
10 DIM LL(3),P(-1)
20 W=#FFF4
30[
40:LLO LDA @#2A
50:LL1 JSR W
60 JMP LLO
70]
80 END
To execute the program the procedure is slightly different from the
previous examples, because space has now been assigned at TOP for the
labels. When using labels in an assembler program you should place a
label at the start of the program, as with LLO in this example, and
LINK to that label. So, in this example, execute the program with:
LINK LLO
The program will output an asterisk, and then jump back to the
previous instruction. The program has become stuck in an endless loop!
If you know BASIC, compare this program with the BASIC program in
section 4.6 that has the same effect.
A flowchart for this program is as follows:
105
START
| print a star |
Try pressing ESCAPE. ESCAPE will not work; it only works in BASIC
programs, and here we are executing machine code instructions so
ESCAPE is no longer checked for. Fortunately there is one means of
salvation: press BREAK, and then type OLD to retrieve the original
program.
14.3 Flags
The carry flag has already been introduced; it is set or cleared as
the result of an ADC instruction. The CPU contains several other
flags, which are set or cleared depending on the outcome of certain
instructions; this section will introduce another one
14.3.1 Zero Flag
The zero flag, called Z, is set if the result of the previous
operation gave zero, and is cleared otherwise. So, for example:
LDA #80
would set the zero flag if the contents of #80 were zero.
14.4 Conditional Branches
The conditional branches enable the program to act on the outcome of
an operation. The branch instructions look at a specified flag, and
then either carry on execution if the test was false, or cause a
branch to a different address if the test was true. There are 8
different branch instructions, four of which will be introduced here:
BEQ Branch if equal to zero (i.e. Z=1)
BNE Branch if not equal to zero (i.e. Z=0)
BCC Branch if carry-flag clear (i.e. C=0)
BCS Branch if carry-flag set (i.e. C=1)
The difference between a 'branch' and a '‘'jump' is that the jump
instruction is three bytes long (op-code and two-byte address) whereas
the branch instructions are only two bytes long (op-code and one-byte
offset). The difference is automatically looked after by the
assembler.
The following simple program will print an exclamation mark if #80
contains zero, and a star if it does not contain zero; the comments in
lower-case can be omitted when you enter the program:
10 DIM BB(3),P(-1)
20 W=#FFF4
30[
40:BBO LDA #80
50 BEQ BB1 if zero go to BB1l
60 LDA @#2A star
70 JSR W print it
80 RTS return
90:BBl1 LDA @#21 exclamation mark
100 JSR W print it
106
110 RTS return
120]
130 END
A flowchart for this program is as follows:
START
Look at
location #80
END END
Now assemble the program with RUN as usual. You will almost certainly
get the message:
OUT OF RANGE:
before the line containing the instruction BEQ BBl, and the offset in
the branch instruction will have been set to zero. The message is
produced because the label BBl has not yet been met when the branch
instruction referring to it is being assembled; in other words, the
assembler program contains a forward reference. Therefore you should
assemble the program a second time by typing RUN again. This time the
message will not be produced and the correct offset will be calculated
for the branch instruction.
Note that whenever a program contains forward references it should
be assembled twice before executing the machine code.
Now execute the program by typing:
LINK BBO
for different values in #80, and verify that the behaviour is as
specified above.
14.5 X and Y registers
The CPU contains two registers in addition to the accumulator, and
these are called the X and Y registers. As with the accumulator, there
are instructions to load and store the X and Y registers:
LDX Load X register from memory X=M
LDY Load Y register from memory Y=M
STX Store X register to memory M=X
STY Store Y register to memory M=Y
However the X and Y registers cannot be used as one of the operands in
arithmetic or logical instructions like the accumulator; they have
their own special uses, including loop control and indexed addressing.
107
14.6 Loops in Machine Code
The X and Y registers are particularly useful as the control variables
in iterative loops, because of four special instructions which will
either increment (add 1 to) or decrement (subtract 1 from) their
values:
INX Increment X register X=X+1
INY Increment Y register Y=Y+1
DEX Decrement X register X=X-1
DEY Decrement Y register Y=Y-1
Note that these instructions do not affect the carry flag, so
incrementing #FF will give #00 without changing the carry bit. The
zero flag is, however, affected by these instructions, and the
following program tests the zero flag to detect when X reaches zero.
14.6.1 Iterative Loop
The iterative loop enables the same set of instructions to be executed
a fixed number of times. For example, enter the following program:
10 DIM LL(4),P(-1)
20 W=#FFF4
30[
40:LLO LDX @8 initialise xX
50:LL1 LDA @#2A code for star
60:LL2 JSR W output it
70 DEX count it
80 BNE LL2 all done?
90 RTS
100]
110 END
A flowchart for the program is as follows:
START
Print “*"
Subtract 1
from X
END
108
Assemble the program by typing RUN. This program prints out a star,
decrements the X register, and then branches back if the result after
decrementing the X register is not zero. Consider what value X will
have on successive times around the loop and predict how many stars
will be printed out; then execute the program with LINK LLO and see if
your prediction was correct. If you were wrong, try thinking about the
case where X was initially set to 1 instead of 8 in line 40.
How many stars are printed if you change the instruction on line
40 to LDX @0 ?
14.7 Compare
In the previous example the condition X=0 was used to terminate the
loop. Sometimes we might want to count up from 0 and terminate on some
specified value other than zero. The compare instruction can be used
to compare the contents of a register with a value in memory; if the
two are the same, the zero flag will be set. If they are not the same,
the zero flag will be cleared. The compare instruction also affects
the carry flag.
CMP Compare accumulator with memory A-M
CPX Compare X register with memory X-M
CPY Compare Y register with memory Y-M
Note that the compare instruction does not affect its two operands; it
just changes the flags as a result of the comparison.
The next example again prints 8 stars, but this time it uses X as
a counter to count upwards from 0 to 8:
10 DIM LL(2),P(-1)
20 W=#FFF4
40:LLO LDX @0 start at zero
50:LL1 LDA @#2A code for star
60 JSR W output it
70 INX next X
80 CPX @8 all done?
90 BNE LL1
100 RTS return
110]
120 END
In this program X takes the values 0, 1, 2, 3, 4, 5, 6, and 7. The
last time around the loop xX is incremented to 8, and the loop
terminates. Try drawing a flowchart for this program.
14.8 Using the Control Variable
In the previous two examples X was simply used as a counter, and so it
made no difference whether we counted up or down. However, it is often
useful to use the value of the control variable in the program. For
example, we could print out the character in the X register each time
around the loop. We therefore need a way of transferring the value in
the X register to the accumulator so that it can be printed out by the
OSWRCH routine. One way would be to execute:
STX #82
LDA #82
where #82 is not being used for any other purpose. There is a more
convenient way, using one of four new instructions:
TAX Transfer accumulator to X register
TAY Transfer accumulator to Y register
TXA Transfer X register to accumulator A=X
TYA Transfer Y register to accumulator A=Y
Note that the transfer instructions only affect the register being
transferred to.
The following example prints out the alphabet by making X cover
the range #41, the code for A, to #5A, the code for Z.
10 DIM LL(2),P(-1)
20 WH=#FFF4
30[
40:LLO LDX @#41 start at A
50:LL1 TXA put it inA
60 JSR W print it
70 INX next one
80 CPX @#5B done Z?
90 BNE LL1 if so - continue
100 RTS else - return
110]
120 END
Modify the program to print the alphabet in reverse order, Z to A.
All these examples could have used Y as the control variable
instead of X in exactly the same way.
110
1 5 Logical Operations,
shifts, and Rotates
So far we have considered each memory location, or memory byte, as
being capable of holding one of 256 different numbers (0 to 255), or
one of 256 different characters. In this section we examine an
alternative representation, which is closer to the way a byte of
information is actually stored in the computer's memory.
15.1 Binary Notation
The computer memory consists of electronic circuits that can be put
into one of two different states. Such circuits are called bistables
because they have two stable states, or flip/flops, for similar
reasons. The two states are normally represented as 0 and 1, but they
are often referred to by different terms as listed below:
State:
0 1
zero one
low high
clear set
off on
When the digits 0 and 1 are used to refer to the states of a bistable
they are referred to as 'binary digits', or 'bits' for brevity.
With two bits you can represent four different states which can be
listed as follows, if the bits are called A and B:
A: B:
0 0
0 1
1 0
1 1
With four bits you can represent one of 16 different values, since
2x2x2x2=16, and so each hexadecimal digit can be represented by a
four-bit binary number. The hexadecimal digits, and their binary
equivalents, are shown in the following table:
111
Decimal: Hexadecimal: Binary:
0 0 0000
1 1 0001
2 2 0010
3 3 0011
4 4 0100
5 5 0101
6 6 0110
7 7 0-7. 1.1
8 8 1000
9 9 1001
10 A 1010
11 B 1011
12 Cc 1100
13 D 1101
14 E 1110
15 F 11ii1ii
Any decimal number can be converted into its binary representation by
the simple procedure of converting each hexadecimal digit into the
corresponding four bits. For example:
Decimal: 25
Hexadecimal: 19
j
Binary: 0001 1001
Thus the binary equivalent of #19 is 00011001 (or, leaving out the
leading zeros, 11001).
Verify the following facts about binary numbers:
1. Shifting a binary number left, and inserting a zero after it, is
the same as multiplying its value by 2.
e.g. 7 is 111
14 is 1110.
2. Shifting a binary number right, removing the last digit, is the
same as dividing it by 2 and ignoring the remainder.
15.2 Bytes
We have already seen that we need exactly two hexadecimal digits to
represent all the different possible values in a byte of information.
It should now be clear that a byte corresponds to eight bits of
information, since each hex digit requires four bits to specify it.
The bits in a byte are usually numbered, for convenience, as follows:
76543210
00011001
Bit 0 is often referred to as the "low-order bit’ or
‘least-significant bit', and bit 7 as the ‘high-order bit' or
'most-significant bit'. Note that bit 0 corresponds to the units
column, and moving a bit one place to the left in a number multiplies
its value by 2.
15.3 Logical Operations
Many operations in the computer's instruction set are easiest to think
of as operations between two bytes represented as two 8-bit numbers.
This section examines three operations called ‘'logical' operations
112
which are performed between the individual bits of the two operands.
One of the operands is always the accumulator, and the other is a
memory location.
AND AND accumulator with memory A=A&M
The AND operation sets the bit of the result to a 1 only if the bit of
one operand is a 1 AND the corresponding bit of the other operand is a
1. Otherwise the bit in the result is a zero. For example:
Hexadecimal: Binary:
AQ 10101001
E5 1110031041
Al 10100001
One way of thinking of the AND operation is that one operand acts as a
'mask', and only where there are ones in the mask do the corresponding
bits in the other operand 'show through'; otherwise, the bits are
zero.
ORA OR accumulator with memory A=a)\M
The OR operation sets the bit of the result to a 1 if the
corresponding bit of one operand is a 1 OR the corresponding bit of
the other operand is a 1, or indeed, if they are both ones; otherwise
the bit in the result is zero. For example:
Hexadecimal: Binary:
AQ 101010
E5 Ld 1
ED 1110313101
EOR Exclusive-OR accumulator with memory A=A:M
The exclusive-OR operation is like the OR operation, except that the
corresponding bit in the result is 1 only if the corresponding bit of
one operand is a 1, or if the corresponding bit of the other operand
is al, but not if they are both ones. For example:
Hexadecimal: Binary:
AQ 10101001
E5 1110031041
4C 01001100
Another way of thinking of the exclusive-OR operation is that the bits
of one operand are inverted where the other operand has ones.
15.4 Music
Music is composed of vibrations of different frequencies that
stimulate our ears to give the sensations of tones and noise. A single
tone is a signal with a constant rate of vibration, and the 'pitch' of
the tone depends on the frequency of the vibration: the faster the
vibration, or the higher the frequency of vibration, the higher is the
perceived pitch of the tone. The human ear is sensitive to frequencies
from about 10 Hz (10 vibrations per second) up to about 16 kHz (16,000
vibrations a second). Since the ATOM can execute up to 500000
instructions per second in machine code, it is possible to generate
tones covering the whole audible range.
The ATOM contains a loudspeaker which is controlled by an output
113
line. The loudspeaker is connected to bit 2 of the output port whose
address is #B002:
76543210
To make the loudspeaker vibrate we can exclusive-OR the location
corresponding to the output port with the binary number 00000100 so
that bit 2 is changed each time. To make the ATOM generate a tone of a
particular frequency we need to make the output driving the
loudspeaker vibrate with the required frequency. Try the following
program:
10 DIM vv(4),P(-1)
20 L=#B002
40:VV0 LDA L
50:VV1 LDX #80
60:VV2 DEX
70 BNE vv2
80 EOR @4
90 STA L
100 JMP vvl
110]
120 END
The immediate operand 4 in line 80 corresponds to the binary number
00000100. The program generates a continuous tone, and can only be
stopped by pressing BREAK. (To get the program back after pressing
BREAK, type OLD.) The inner loop, lines 60 and 70, gives a delay
depending on the contents of #80; the greater the contents of #80, the
longer the delay, and the lower the pitch of the tone in the
loudspeaker.
15.4.1 Bleeps
To make the program generate a tone pulse, or a bleep, of a fixed
length, we need another counter to count the number of iterations
around the loop, and to stop the program when a certain number of
iterations have been performed. The following program is based on the
previous example, but contains an extra loop to count the number of
cycles. The only lines you need to enter are 45, 95, 100, and 105:
5 REM Bleep
10 DIM vv(4),P(-1)
20 L=#B002
30[
114
110]
120 END
Now the program generates a tone pulse whose frequency is determined
by the contents of #80, and whose length is determined by #81.
To illustrate the operation of this program, the following BASIC
program calls it, running through tones of every frequency it can
generate:
200 ?#81=255
210 FOR N=1 TO 256
220 ?#80=N
230 LINK VVvO
240 NEXT N
250 END
This program should be entered into memory with the previous example,
and the END statement at line 120 should be deleted so that the BASIC
program will execute the assembled Bleep program.
Try changing the statement on line 220 to:
220 ?#80=RND
to give something reminiscent of certain modern music!
One disadvantage of this program, which you may have noticed, is
that the length of the bleep gets progressively shorter as_ the
frequency of the note gets higher; this is because the program
generates a fixed number of cycles of the tone, so the higher the
frequency, the less time these cycles will take. To give bleeps of the
same duration it is necessary to make the contents of #81 the inverse
of #80. For an illustration of how to achieve this, see the
Harpsichord program of section 17.2.
15.5 Rotates and Shifts
The rotate and shift operations move the bits in a byte either left or
right. The ASL instruction moves all the bits one place to the left;
what was the high-order bit is put into the carry flag, and a zero bit
is put into the low-order bit of the byte. The ROL instruction is
identical except that the previous value of the carry flag, rather
than zero, is put into the low-order bit.
The right shift and rotate right instructions are identical,
except that the bits are shifted to the, right:
A Arithmetic shift left one bit (memory or accumulator)
SL
~—[7{s]5[+]3[2[2]0/—
SR
Logical shift right one bit (memory or accumulator)
or (Ales eel
L
115
ROL Rotate left one bit (memory or accumulator)
Eee le
ROR Rotate right one bit (memory or accumulator)
es CODD
15.6 Noise
It may seem surprising that a computer, which follows an absolutely
determined sequence of operations, can generate noise which sounds
completely random. The following program does just that; it generates
a pseudo-random sequence of pulses that does not repeat until 8388607
have been generated. As it stands the noise it generates contains
components up to 27kHz, well beyond the range of hearing, and it takes
over 5 minutes before the sequence repeats.
The following noise program simulates, by means of the shift and
rotate instructions, a 23-bit shift register whose lowest-order input
is the exclusive-OR of bits 23 and 18:
10 REM Random Noise
20 DIM L(2),NN(1),P(-1)
30 C=#B002
40[
50:NNO LDA L; STAC
60 AND @#48; ADC @#38
70 ASL A; ASL A
80 ROL L+2; ROL L+1; ROL L
90 JMP NNO
100]
110 LINK NNO
Incidentally, the noise generated by this program is an excellent
signal for testing high-fidelity audio equipment. The noise should be
reproduced through the system and listened to at the output. The noise
should sound evenly distributed over all frequencies, with no
particular peak at any frequency revealing a peak in the spectrum, or
any holes in the noise revealing the presence of dips in the spectrum.
116
] 6 Addressing Modes and
Registers
16.1 Indexed Addressing
So far the X and Y registers have simply been used as counters, but
their most important use is in ‘indexed addressing'. We have already
met two different addressing modes: absolute addressing, as in:
LDA U
where the instruction loads the accumulator with the contents of
location U, and immediate addressing as in:
LDA @#21
where the instruction loads the accumulator with the actual value #21.
In indexed addressing one of the index registers, X or Y, is used
as an offset which is added to the address specified in the
instruction to give the actual address of the data. For example, we
can write:
LDA S,X
If X contains zero this instruction will behave just like LDA S.
However, if xX contains 1 it will load the accumulator with the
contents of ‘one location further on from S'. In other words it will
behave like LDA S+1l. Since X can contain any value from 0 to 255, the
instruction LDA S,X gives you access to 256 different memory
locations. If you are familiar with BASIC's byte vectors you can think
of S as the base of a vector, and of X as containing the subscript.
16.1.1 Print Inverted String
The following program uses indexed addressing to print out a string of
characters inverted. Recall that a string is held as a sequence of
character codes terminated by a #D byte:
10 DIM LL(2),S(64),P(-1)
20 W=#FFF4
40:LLO LDX @0
50:LL1 LDA S,xX
60 CMP @#D
70 BEQ LL2
80 ORA @#20
110 BNE LL1
120:LL2 RTS
130]
140 END
Assemble the program by typing RUN twice, and then try the program by
entering:
S$S="TEST STRING"
LINK LLO
117
16.1.2 Index Subroutine
Another useful operation that can easily be performed in a
machine-code routine is to look up a character in a string, and return
its position in that string. The following subroutine reads in a
character, using a call to the OSRDCH read-character routines, and
saves in ?F the position of the first occurrence of that character in
ST.
1 REM Index Routine
10 DIM RR(3),T(25),F(0),P(-1)
20 R=#FFE3; ST="ABCDEFGH"
30[
160\Look up A in T
165:RR1 STX F; RTS
180:RRO JSR R; LDX @LEN(T)-1
190:RR2 CMP T,X; BEQ RR1
210 DEX; BPL RR2; BMI RRO
220]
230 END
The routine is entered at RRO, and as it stands it looks for one of
the letters A to H.
16.2 Summary of Addressing Modes
The following sections summarise all the addressing modes that are
available on the 6502.
16.3 Immediate
When the data for an instruction is known at the time that the program
being written, immediate addressing can be used. In immediate
addressing the second byte of the instruction contains the actual 8-
bit data to be used by the instruction.
The '@' symbol denotes an immediate operand.
Instruction:
Ln @7
Examples: LDA @M
CPY @J+2
16.4 Absolute
Absolute addressing is used when the effective address, to be used by
the instruction, is known at the time the program is being written. In
absolute addressing the two bytes following the op-code contain the
16-bit effective address to be used by the instruction.
118
Instruction: Data:
LDA #3010 #3010:
Examples: LDA K
SBC #3010
16.5 Zero Page
Zero page addressing is like absolute addressing in that the
instruction specifies the effective address to be used by the
instruction, but only the lower byte of the address is specified in
the instruction. The upper byte of the address is assumed to be zero,
so only addresses in page zero, from #0000 to #00FF, can be addressed.
The assembler will automatically produce zero-page instructions when
possible.
Instruction: Data:
toa #80 [as]s0] #0080:
Examples: BIT #80
ASL #9A
16.6 Indexed Addressing
Indexed addressing is used to access a table of memory locations by
specifying them in terms of an offset from a base address. The base
address is known at the time that the program is written; the offset,
which is provided in one of the index registers, can be calculated by
the program.
In all indexed addressing modes one of the 8-bit index registers,
X and Y, is used in a calculation of the effective address to be used
by the instruction. Five different indexed addressing modes are
available, and are listed in the following section.
16.6.1 Absolute,X — Absolute,Y
The simplest indexed addressing mode is absolute indexed addressing.
In this mode the two bytes following the instruction specify a 16-bit
address which is to be added to one of the index registers to form the
effective address to be used by the instruction:
119
Instruction:
LDA #3120,X }ep| 20] 32|
Data:
+ = #3132: |78
Examples: LDA M,X
LDX J,Y
INC N,X
16.6.2 Zero,X
In zero,X indexed addressing the second byte of the instruction
specifies an 8-bit address which is added to the X-register to give a
zero-page address to be used by the instruction.
Note that in the case of the LDX instruction a zero,Y addressing
mode is provided instead of the zero,X mode.
Instruction:
\ Data:
+ = #0082: |78
Examples: LSR #80,X
LDX #82,Y
16.7 Indirect Addressing
It is sometimes necessary to use an address which is actually computed
when the program runs, rather than being an offset from a base address
or a constant address. In this case indirect addressing is used.
The indirect mode of addressing is available for the JMP
instruction. Thus control can be transferred to an address calculated
at the time that the program is run.
Examples: JMP (#2800)
JMP (#80)
For the dual-operand instructions ADC, AND, CMP, EOR, LDA, ORA,
SEC, and STA, two different modes of indirect addressing are provided:
pre-indexed indirect, and post-indexed indirect. Pure indirect
addressing can be obtained, using either mode, by first setting the
respective index register to zero.
120
16.7.1 Pre-Indexed Indirect
This mode of addressing is used when a table of effective addresses is
provided in page zero; the X index register is used as a pointer to
select one of these addresses from the table.
In pre-indexed indirect addressing the second byte of the
instruction is added to the X register to give an address in page
zero. The two bytes at this page zero address are then used as the
effective address for the instruction.
Instruction:
LDA (#70,X)
Examples: STA (J,X)
EOR (#60,X
16.7.2 Post-Indexed Indirect
This indexed addressing mode is like the absolute,X or absolute,Y
indexed addressing modes, except that in this case the base address of
the table is provided in page zero, rather than in the bytes following
the instruction. The second byte of the instruction specifies the
page-zero base address.
In post-indexed indirect addressing the second byte of the
instruction specifies a page zero address. The two bytes at this
address are added to the Y index register to give a 16-bit address
which is then used as the effective address for the instruction.
Instruction:
Loa (470) 9 joor0:
+ = #3553: | 23
E> el
Examples: CMP (J),Y
ADC (066),Y
121
16.8 Registers
This section gives a short description of all the 6502's registers:
Accumulator — A
8-bit general-purpose register, which forms one operand in all the
arithmetic and logical instructions.
Index Register — X
8-bit register used as the offset in indexed and pre-indexed indirect
addressing modes, or as a counter.
Index Register — Y
8-bit register used as the offset in indexed and post-indexed indirect
addressing modes.
Status Register — S
8-bit register containing status flags and interrupt mask:
Bit 0 — Carry flag (C). Set if a carry occurs during an add
operation; cleared if a borrow occurs during a subtract operation;
used as a ninth bit in the shift and rotate instructions.
Bit 1 — Zero flag (Z). Set if the result of an operation is zero;
cleared otherwise.
Bit 2 — Interrupt disable (I). If set, disables the effect of the
IRQ interrupt. Is set by the processor during interrupts.
Bit 3 — Decimal mode flag (0). If set, the add and subtract
operations work in binary-coded-decimal arithmetic; if clear, the
add and subtract operations work in binary arithmetic.
Bit 4 -— Break command (B). Set by the processor during a BRK
interrupt; otherwise cleared.
Bit 5 — Unused.
Bit 6 — Overflow flag (V). Set if a carry occurred from bit 6 during
an add operation; cleared if a borrow occurred to bit 6 in a
subtract operation.
Bit 7 -— Negative flag (N). Set if bit 7 of the result of an
operation is set; otherwise cleared.
Stack Pointer — SP
8-bit register which forms the lower byte of the address of the next
free stack location; the upper byte of this address is always #01.
Program Counter — PC
16-bit register which always contains the address of the next
instruction to be fetched by the processor.
122
l l Machine-Code in BASIC
Machine-code subroutines written using the mnemonic assembler can be
incorporated into BASIC programs, and several examples are given in
the following sections.
17.1 Replace Subroutine
The following machine-code routine, ‘Replace’, can be used to perform
a character-by-character substitution on a string. It assumes the
existence of three strings called R, S, and T. The routine looks up
each character of R to see if it occurs in string S and, if so, it is
replaced with the character in the corresponding position in string T,
For example, if:
$S="TMP"; $T="SNF"
then the sequence:
$R="COMPUTER"
LINK LLO
will change $R to "CONFUSER".
10 REM Replace
20 DIM LL(4),R(20),S8(20),T(20)
40 FOR N=1 TO 2; DIM P(-1)
50[
60:LLO LDX @0
70:LL1 LDY @0; LDA R,X
80 CMP @#D; BNE LL3; RTS finished
90:LL2 INY
100:LL3 LDA S,Y
110 CMP @#D; BEQ LL4
120 CMP R,X; BNE LL2
130 LDA T,Y; STA R,X replace char
140:LL4 INX; JMP LL1 next char
150]
160 NEXT N
200 END
The routine has many uses, including code-conversion, encryption and
decryption, and character rearrangement.
17.1.1 Converting Arabic to Roman Numerals
To illustrate one application of the Replace routine, the following
program converts any number from Arabic to Roman numerals:
10 REM Roman Numerals
20 DIM LL(4),Q(50)
30 DIM R(20),S(20),T(20)
40 FOR N=1 TO 2; DIM P(-1)
50[
60:LLO LDX @0
70:LL1 LDY @0; LDA R,X
123
80 CMP @#D; BNE LL3; RTS finished
90:LL2 INY
100:LL3 LDA S,Y
110 CMP @#D; BEQ LL4
120 CMP R,X; BNE LL2
130 LDA T,Y; STA R,X replace char
140:LL4 INX; JMP LL1 next char
150]
160 NEXT N
200 $S="IVXLCDM"; $T="XLCDM??"
210 sQ=" ue SQ+5="I"; $Q+10="II"
220 $Q+15="III"; S$Q+20="IV"; $Q+25="V"
230 $Q+30="VI"; $Q+35="VII"
240 S$Q+40="VIII"; $Q+45="IxX"
250 DO SR=""*sD=10000
255 INPUT A
260 DO LINK LLO
270 SR+LEN(R)=$(Q+A/D*5)
280 A=A%D; D=D/10; UNTIL D=0
290 PRINT $R; UNTIL 0
Description of Program:
20-30 Allocate labels and strings
40-160 Assemble Replace routine.
200 Set up strings of Roman digits
210-240 Set up strings of numerals for 0 to 9.
255 Input number for conversion
260 Multiply the Roman string R by ten by performing a character
substitution.
270 Append string for Roman representation for A/D to end of R.
280 Look at next digit of Arabic number.
290 Print Roman string, and carry on.
Variables:
A — Number for conversion
D — Divisor for powers of ten.
LL(0..4) — Labels for assembler routine.
LLO — Entry point for Replace routine.
N — Counter for two-pass assembly.
P — Location counter.
Q — $(Q+5*x) is string for Roman numeral X.
SR — String containing Roman representation of A.
$S — Source string for replacement.
$T — Target string for replacement.
Program size: 579 bytes.
17.2 Harpsichord
The following program simulates a harpsichord; it uses the central
section of the ATOM's keyboard as a harpsichord keyboard, with the
keys assigned as follows:
REQGEEBE BEER
where the S key corresponds to middle C. The space bar gives a 'rest',
and no other key on the keyboard has any effect.
The tune is displayed on a musical stave as it is played, with the
124
black notes designated as sharps. Pressing RETURN will then play the
music back, again displaying it as it is played.
The program uses the Index routine, described in Section 16.3, to
look up the key pressed, and a version of the Bleep routine in Section
15.4.1.
1 REM Harpsichord
10 DIM S(23),1T(26),F(0)
15 DIM WW(2),RR(2),2(128)
20 DIM P(-1)
30 PRINT $21
100[\GENERATE NOTE
110:WWO STA F; LDA @0
120:WW2 LDX F
130:WW1 DEX; NOP; NOP; BNE WW1
140 EOR @4; STA #B002
150 DEY; BNE WW2; RTS
160\READ KEY & LOOK UP IN T
165:RR1 STX F; RTS
170:RRO JSR #FFE3
180 LDX @25
190:RR2 CMP T,X; BEQ RR1
210 DEX; BPL RR2; BMI RRO
230 PRINT $6
380 X=#8000
390 D=256*#22
393 S!20=#01016572
395 S!16=#018898AB
400 S!12=#01CBE401
410 S!8=#5A606B79
420 S!4=#8090A1B5
430 S!0=#COD7F2FF
450 S$T="ASDFGHJKL;[]?ER?YUI?P@? ?"
460 T?24=#1B; REM ESCAPE
470 CLEAR 0
480 DO K=32
500 FOR M=0 TO 127; LINK RRO
505 IF ?F<>25 GOTO 520
508 IF M<>0 Q=M
510 M=128; GOTO 540
520 Z?M=?F
530 GOSUB d
540 NEXT M
780 K=32
800 FOR M=0 TO Q-1; WAIT; WAIT
810 ?F=Z?M; GOSUB d
820 NEXT M
825 UNTIL 0
830dREM DRAW TUNE
840 IF K<31 GOTO e
850 CLEAR 0
860 FOR N=34 TO 10 STEP -6
870 MOVE 0,N; DRAW 63,N
880 NEXT N
890 K=0
900eIF ?F=23 GOTO s
910 IF ?F>11 K?(X+32*(27-?F) )=35; K=K+1
920 K?(X+32*(15-?F%12) )=15
930 K=K+1
125
960 A=S?(?F); Y=D/A
970 LINK Wwo
980 RETURN
990SFOR N=0 TO 500;NEXT N
995 K=K+1; RETURN
Description of Program:
100-150 Assemble bleep routine
160-210 Assemble index routine
393-430 Set up note values
450-460 Set up keyboard table
480-825 Main program loop
500-540 Play up to 128 notes, storing and displaying them.
800-820 Play back tune
830 d: Draw note on staves and play note
840-880 If first note of screen, draw staves
900-920 Plot note on screen
960-970 Play note
990-995 Wait for a rest
Variables:
A — Note frequency
D — Duration count
?F — Key Index
K — Column count on screen
M — Counter
N — Counter
P — Location counter
Q — Number of notes entered
RR(0..2) — Labels in index routine
RRO — Entry point to read routine
$?0..S?23 — Vector of note periods
T?0..T?26 — Vector of keys corresponding to vector S
WwWw(0..2) — Labels in note routine
wwoO — Entry point to note routine
X — Screen address
Y — Number of cycles of note to be generated
Z(0..128) — Array to store tune.
Program size: 1049 bytes
Extra storage: 205 bytes
Machine code: 41 bytes
Total size: 1295 bytes
17.3 Bulls and Cows or Mastermind
Bulls and Cows is a game of logical deduction which has become very
popular in the plastic peg version marketed as 'Mastermind'. In this
version of the game the human player and the computer each think of a
‘code', consisting of a string of four digits, and they then take
turns in trying to guess the other player's code. A player is given
the following information about his guess:
The number of Bulls — i.e. digits correct and in the right position.
The number of Cows — i.e. digits correct but in the wrong position.
Note that each digit can only contribute to one Bull or one Cow. The
human player specifies the computer's score as two digits, Bulls
followed by Cows. For example, if the code string were '1234' the
score for guesses of '0004’, '4000', and '4231' would be '10’, 'O1',
and '22' respectively.
The following program plays Bulls and Cows, and it uses a
126
combination of BASIC statements to perform the main input and output
operations, and assembler routines to speed up sections of the program
that are executed very frequently; without them the program would take
several minutes to make each guess.
10 REM Bulls & Cows
20 DIM M(3),N(3),C(0),B(0),L(9)
23 DIM GG(10),RR(10)
25 DIM LL(10)
50 GOSUB z; REM Assemble code
60 GOSUB z; REM Pass Two
1000 REM MASTERMIND *****
1005 Y=1; Z=1
1007 @=2
1010 GOSUB c
1015 G=!M ;REM MY NUMBER
1020 GOSUB c; Q=!M
1030 I=0
1040 DO I=I+1
1050 PRINT "(""I ")"''
1100 IF Y GOSUB a
1150 IF Z GOSUB b
1350 UNTIL Y=0 AND Z=0
1400 PRINT "END"; END
LOQGKKRKEKKEKKKKEKK KK EKER KKK KEKE RKEKREKKEEREKE
2000 REM Find Possible Guess
2010£GOSUB c; F=!M
2160wLINK LL7
2165 IF !M=F PRINT "YOU CHEATED"; END
2170 X=1
2180v!N=GG(X)
2190 LINK LL2
2200 IF !C&#FFF<>RR(X) THEN GOTO w
2210 IF X<I THEN X=X+1; GOTO v
2220 Q=!M; RETURN
SOOGKKEKKKKKKKKEKKKKEKEKRKEKKEKKREKRKEKKEEREKRKEKEER
4000 REM Choose Random Number
4005cJ=ABSRND
4007 REM Unpack Number
4010uFOR K=0 TO 3
4020 M?K=J%10
4030 J=3/10
4040 NEXT
4050 RETURN
AQAOGKREKKKKKKKKEKKKKKEKRKEKREKKEKRKEKKEREKRKEKKEER
5000 REM Print Guess
5010gFOR K=0 TO 3
5020 P. $(H&15+#30)
5030 H=H/256; NEXT
5040 RETURN
SOOGKREKKKKKKKKEKKEKKEKEKKEKKEKKERKEKKREREKRKEKKEER
6000 REM Your Turn
6040aPRINT "YOUR GUESS"
6045 INPUT J
6050 GOSUB u
6060 !N=G
6065 LINK LL2
6070 P.?B" BULLS, " ?C" COWS"'
6075 IF!C<>#400 RETURN
6080 IF Z PRINT"...AND YOU WIN"'
127
6083 IF Z:1 PRINT" ABOUT TIME TOO!"'
6085 yY=0
6090 RETURN
COOQGKREKKKEKKEKKKEKKEKKKEKKEKKEKKERKEKKEREKKEKEEE
7000 REM My Turn
7090bPRINT " MY GUESS: "
7100 H=Q; GOSUB g
7110 PRINT '
7120 INPUT "REPLY" V
7140 RR(I)=(V/10)*256+V$10
7150 GG(I)=0
7225 IF V<>40 GOSUB f; RETURN
7230 IF Y PRINT"...SO I WIN!"'
7235 Z=0
7240 RETURN
TIQOQRRKEKKKEKKEKKEKEKEKKEKKEKRKEKKRERKEKRKEKRKEKKEKE
9000ZREM Find Bulls/Cows
9035 PRINT $#15 ;REM Turn off screen
9045 DIM P(-1)
9050[
9055\ find bulls & cows for m:n
9060:LL2 LDA @0; LDX @13 ZERO L,B,C
9065:LL3 STA C,X; DEX; BPL LL3
9100 LDY @3
9105:LLO
9120 LDA M,Y
9130 CMP N,Y is bull?
9140 BNE LL4 no bull
9150 INC B count bull
9160 BPL LL1 no cows
9165:LL4
9170 TAX not a bull
9180 INC L,X
9190 BEQ LL6
9200 BPL LL5 not a cow
9210:LL6 INC C
9220:LL5 LDX N,Y; DEC L,X
9225 BMI LL1; INC C
9260:LL1 DEY; BPL LLO again
9350 RTS
9360\ increment M
9370:LL7 SED; SEC; LDY @3
9380:LL9 LDA M,Y; ADC @#90
9390 BCS LL8; AND @#0F
9400:LL8 STA M,Y; DEY
9410 BPL LL9; RTS
9500]
9900 PRINT $#6 ;REM Turn Screen on
9910 RETURN
Description of Program:
20-25 Declare arrays and vectors
50-60 Assemble machine code
1010 Computer chooses code
1020 Choose number for first guess
1040-1350 Main program loop
1050 Print turn number
1100 If you have not finished — have a turn
1150 If I have not finished — my turn
1350 Carry on until we have both finished
128
1999 Lines to make listing more readable.
2000-3999 £: Find a guess which is compatible with all your replies to
my previous guesses.
4000-4999 c: Choose a random number
4007-4050 u: Unpack J into byte vector M, one digit per byte.
5000-5040 g: Print guess in K as four digits.
6000-6090 a: Human's guess at machine's number; print score.
7000-7240 b: Machine's guess at human's code.
9000-9910 z: Subroutine to assemble machine-code routines
9055-9350 Find score between numbers in byte vectors M and N; return in
?B and ?C.
9360-9500 Increment number in vector M, in decimal, one digit per byte.
Variables:
?B — Number of Bulls between vectors M and N
?C — Number of Cows between vectors M and N
GG(1..10) — List of human's guesses
H — Computer's number
I — Turn number
J — Human's guess as 4-digit decimal number
K — Counter
L — Vector to count occurrences of digits in numbers
LL(0..10) — Labels in assembler routines
LL2 — Entry point to routine to find score between 2 codes
LL7 — Entry point to routine to increment M
!M, !N — Code numbers to be compared
P — Location counter
Q — Computer's guess, compatible with human's previous replies.
RR(1..10) — List of human's replies to guesses GG(1..10)
Y — Zero if human has finished
Z— Zero if computer has finished.
Program size: 1982 bytes
Additional storage: 152 bytes
Machine-code: 223 bytes
Total storage: 2357 bytes
Sample run:
>RUN
(1)
YOUR GUESS?1122
0 BULLS, 0 COWS
MY GUESS: 6338
REPLY?10
( 2)
YOUR GUESS?3344
0 BULLS, 0 COWS
MY GUESS: 6400
REPLY?20
3)
YOUR GUESS?5566
0 BULLS, 0 COWS
MY GUESS: 6411
REPLY?10
( 4)
YOUR GUESS?7788
1 BULLS, 1 COWS
MY GUESS: 6502
REPLY?40
-.-SO I WIN!
( 5)
129
YOUR GUESS?
130
] 3. ATOM Operating System
18.1 Keyboard
18.1.1 Teletype/Typewriter Nodes
After switching on, or typing BREAK, the ATOM is in teletype mode. In
this mode all the alphabetic keys produce upper case letters, and the
SHIFT key is used to obtain the lower-case letters. This mode is most
convenient for normal operation of the ATOM because all commands are
typed in upper case.
When entering documents which contain mixed lower and upper case
it is convenient to have the ATOM keyboard behave like a standard
typewriter; i.e. for the alphabetic keys to produce lower case, and
upper case when shifted. This state may be obtained by typing the LOCK
key. The mode is cancelled by typing LOCK a second time. Note that the
LOCK key only affects the alphabetic keys, A - Z.
18.1.2 SHIFT Key
All but one of the 128 ASCII codes are available from the ATOM
keyboard. The code which cannot be obtained appears as a back-arrow on
the display.
The codes which can be obtained, but which are not marked on the
keyboard, are as follows:
SHIFT + Displayed as ASCII character Code in hex
@ Inverted @ \ #60
A Inverted A a #61
Z Inverted Z Zz #7A
[ Inverted [ { #7B
\ Inverted \ | #7C
] Inverted ] } #7D
7 Inverted ~* - #7E
18.1.3 Control Codes
The following list gives all the control codes that perform special
functions on the ATOM. They are all available from the keyboard, by
typing CTRL with the specified key, or from programs.
STX (CTRL-B, 2) Start printer
This code, which is not sent to the printer, starts the printer output
stream. All further output is sent to the printer as well as the VDU
until receipt of an ETX code.
ETX (CTRL-C, 3) End printer
Ends the printer output stream.
ACK (CTRL-F, 6) Start screen
131
Starts the output stream to the VDU screen, and resets the VDU to
character mode. This code is sent to the VDU on BREAK.
BELL (CTRL-G, 7) Bleep
Causes the output stream to make a 1/2 second bleep on the internal
speaker.
BS (CTRL-H, 8) Backspace
Moves the cursor back one position.
HT (CTRL-I, 9) Horizontal tab
Moves the cursor forward one position.
LF (CTRL-J, 10) Linefeed
Moves the cursor down one line.
VT (CTRL-K, 11) Vertical tab
Moves the cursor up one line.
FF (CTRL-L, 12) Formfeed
Clears the screen, moves the cursor to the top left-hand corner, and
sets the VDU to character mode.
CR (CTRL-M, 13) Return
Moves the cursor to the start of the current line.
SO (CTRL-N, 14) Page mode on
Turns on paged mode, and resets the line count to zero. Every time the
screen in scrolled the line count is incremented. In paged mode the
UDU will wait for a key to be typed every time the line count reaches
16.
SI (CTRL-O, 15) Page mode off
Turns off paged mode. This is the mode set on BREAK and on power-up.
NAK (CTRL-U, 21) End screen
Ends the output stream to the VDU; the only code recognised when in
this condition is ACK.
CAN (CTRL-X, 24) Cancel
Deletes the line currently being typed, and returns the cursor to the
start of the following line. Only happens in BASIC's input modes.
ESC (CTRL-[, 27) Escape
Causes an escape from an executing BASIC program. If typed twice,
resets the VDU to character mode.
RS (CTRL-*, 30) Home cursor
Moves the cursor to the top left-hand corner of the screen.
18.4 Screen Editing
Three keys on the ATOM keyboard have special functions, and are used
in conjunction with the SHIFT key for screen editing. Their functions
132
are:
Cursor up
SHIFT ; Cursor down
~~ Cursor right
SHIFT +» Cursor left
COPY Read character under cursor
Pressing the first four key combinations move the cursor around the
screen but do not send any new characters down the input channel. They
may be typed at any time and will have no effect on the ATOM, or on
programs; they just determine where the cursor is positioned.
The COPY key will read the character under the cursor, and
transmit that character to the input stream; the effect is the same as
if that character had been typed at the keyboard. After reading a
character the cursor is automatically moved one place to the right.
For example, suppose we wanted to edit a piece of stored text.
First the text is listed as shown:
>LIST
10 PIECE OF TEXTUAL MATERIAL
a
After listing the program the cursor is positioned after the prompt,
as shown. First move the cursor vertically upwards, using the ) key,
until it is opposite the line we wish to edit:
>LIST
| 10 PIECE OF TEXTUAL MATERIAL
>
Now use the COPY key to read the correct part of the line:
>LIST
10 PIECE OFITEXTUAL MATERIAL
>
Note that the cursor inverts every character it passes over. If any
inverted characters are present in the text, these will be un-inverted
by the cursor.
Now type in the corrected part of the line:
>LIST
10 PIECE OF CAKEfAL MATERIAL
>
As no more of the old line is required the return key is pressed, and
the program may be listed again to verify that the editing gave the
correct result.
The <«*» key may be used to omit parts of the old line that are no
longer required and SHIFT ~«* may be used to backspace the cursor in
order to make room for inserting extra characters in the line. If you
change your mind while editing a line, type CTRL-X (cancel) and the
old line will be unchanged.
18.5 The VDU
The character display shows the contents of memory from #8000 to
#81FF, mapped one character cell per byte. The address of the top
133
left-hand cell is #8000, and the address of the Cth column in the Lth
line is simply:
#8000+32*L+C
where 0<=C<=31 and 0<=L<=15, and L=0, C=0 corresponds to the top left-
hand character position.
The value stored in the memory cell determines the character
displayed. All 256 different possible codes produce different
displayed characters (with two exceptions), and the codes are assigned
as follows:
Hex Code: Characters:
#00 — #1F 0 to <- (including alphabet)
#20 — #3F Space to ? (including digits)
#40 — #7F white graphics symbols
#80 — #9F inverted 0 to <-
#A0 — #BF inverted space to ?
#CO — #FF grey graphics symbols
The complete character set is displayed by executing:
FOR N=0 TO 255; N?#8000=N; NEXT N
which will generate the display shown below:
The graphics symbols consist of a block divided into 6 pixels, the
state of each pixel being determined by the lower 6 bits of the byte,
as follows:
If the bit is set, the corresponding pixel is grey or white; if the
bit. is clear the pixel is black. Note that #20 and #40, and #7F and
#A0 give the same graphics patterns.
Note that in all cases except #20 to #3F the code stored in the
cell differs from the ASCII code for the character displayed. If C is
the ASCII code for the character to be displayed, the code to be
stored in the cell is obtained by:
C=C+#20; IF C<#80 THEN C=C: #60
Similarly, to obtain the ASCII code for a character from the value V
stored in the screen memory, execute:
IF V<#80 THEN V=V: #60
V=V-#20
134
18.6 Changing Text Spaces
The 'text space' is the region of memory used by the ATOM for storing
the text of programs. On switching on, or pressing BREAK, the ATOM is
initialised with a fixed text space at address #8200 in the unexpanded
ATOM, or at #2900 in the ATOM with extra memory in the lower text
space. However, it is possible to change the value of the text-space
pointer so that text can be entered and stored in different areas of
memory. It is even possible to have several different programs
resident concurrently in memory, in different text spaces.
The memory location 18 (decimal) contains a pointer to the first
page of the BASIC text. This value is refered to by the system in the
following cases:—
1. During line editing in direct mode
2. During a SAVE statement; the save parameters are ?18*256 and TOP
3. During a LOAD command; a new program is loaded to ?18*256
4. During the execution of a GOTO or GOSUB statement or a RUN
statement, labels with known values being the exception.
Changing ?18 in programs permits a BASIC program in one text area
to call subroutines in a BASIC program in another text area. The value
of TOP will not change with use like this, so its use as a memory
space allocator and pointer to the end of text in the line editor must
be watched carefully.
18.6.1 Calling Subroutines in Different Text Spaces
The following example shows the entering of a subprogram and main
program in different text spaces. First enter a subroutine in the
first text space:
2?18=#82
NEW
10 PRINT"TEXT AREA ONE"'
20 RETURN
Now change the value of the text-space pointer and enter a program; to
call this subroutine into the second text space:
2?18=#83
NEW
10 REM CALL SUBROUTINE IN #82
20 ?18=#82
30 GOSUB 10
40 REM PROVE YOU'RE BACK
50 PRINT"TEXT AREA TWO"'
60 GOSUB 10
70 ?18=#83;REM BACK FOREVER
80 END
Now run the program:
RUN
TEXT AREA ONE
TEXT AREA TWO
TEXT AREA ONE
Note that switching back to the first text space by typing:
?18=#82
will not change the value of TOP:
PRINT & TOP'
8398
135
To reset TOP, type:
END
PRINT & TOP'
8225
18.7 Renumbering Programs
The following routine can be used to renumber the line-numbers of a
program or piece of text. The program and renumber routine must both
be in memory at the same time, in different text spaces. Note that the
renumber program only renumbers the line numbers; it does not renumber
numbers in GOTO or GOSUB statements.
18.7.1 Renumbering in the Expanded ATOM
In an expanded ATOM, with the default text space at #2900, the
renumber routine can conveniently be entered at #8200 by typing:
?18=#82
NEW
before loading it from tape, or entering it from the keyboard.
1 REM Renumber
10 INPUT"TEXT SPACE TO RENUMBER"Z
15 Z=Z*256
20 INPUT"START AT"A,"STEP"B
30 ?18=2/256
40 IFZ?1=255 END
50 DOZ?1=A/256;2Z2?2=A;A=A+B
55 Z=Z+3+LEN(2+3)
60 UNTILZ?1=255;END
The program to be renumbered should be in the default text space, #29.
Then RUN the program, and reply to the prompts as follows:
TEXT SPACE TO RENUMBER ?029
START AT?10
STEP?10
The program will switch back to the usual text space, and the
renumbered program can be listed.
18.7.2 Renumbering Using the Screen Memory
In an unexpanded ATOM there may be no space in the upper text space to
load the renumber program. However, with care, it can be loaded from
tape, or typed in, and executed in the area of memory that is
displayed on the VDU. The size of the program is about #A0 bytes,
which will occupy memory corresponding to about 6 lines of the
display. Provided that the cursor is kept below the sixth line of the
display, and is not allowed to reach the bottom line of the display
when it will cause scrolling, the VDU memory can be safely used as a
temporary text space in this way.
First type:
?18=#80
to set the text space to the screen area, of memory. Move the cursor to
the 6th. line of the display using the ‘ edit key, and type:
LOAD "RENUMBER"
Alternatively, enter the program from the keyboard in the usual way.
The top few lines of the display will be filled with strange
136
characters, corresponding to the text of the program stored directly
in the screen memory. Now type:
RUN
and reply to the prompts of the renumber program as follows (or, as
desired):
TEXT SPACE TO RENUMBER?082
START AT?10
STEP?10
When the program has run the screen can be allowed to scroll,
corrupting the renumber program, and you can list the renumbered
program.
18.8 Trapping Errors
The memory locations 16 and 17 contain a pointer, low byte in 16, high
byte in 17, to the start of a BASIC program which is entered whenever
an error occurs. In direct mode they are set to point at a program in
the interpreter which reads:
@=1;P.$6$7'"ERROR "?0;@=8;IF?1\?2P." LINE"!1& #FFFF
0 P.';E.
Location 0 contains the error number and locations 1 and 2 contain the
line number where the interpreter thinks it occurred. Programs
intended to handle errors should store the value of !1 since it is
changed whenever a return is executed. The first character in a text
Space that can be pointed to by ?16 and ?17 is at the start of the
text space plus three, and this is the first character of the listed
program. All interpreter stacks are cleared after an error but the
values of labels are not forgotten.
18.8.1 On Error Goto
To provide a GOTO on an error it is necessary to provide a string
containing the GOTO statement, and write the address of this string in
locations 16 and 17. For example, to provide a jump to line 170 on an
error:
10 DIM A(8)
20 SA="GOTO 170"
30 ?16=A; ?17=A&S#FFFF/256
18.8.2 Calculator Program
The following program simulates a desk-top calculator; it will
evaluate any expression which is typed in, and any error will cause
the message "BAD SYNTAX" to be printed out. The program uses integer
BASIC statements, but could easily be modified to use the floating-
point extension:
10 E=TOP; SE="P.""BAD SYNTAX""';G.30"
20 ?16=E; ?17=E/256
30 @=0; DO IN.A; P.$320"="A; U.0
137
138
| e' Cassette Operating
system
The Cassette Operating System, or COS, saves and loads data to and
from tape using the Computer Users Tape Standard (CUTS), which is also
known as Kansas City Standard. Data is coded as audio tones on the
tape. A logic 0 consists of 4 cycles of a 1.2 kHz tone, and a logic 1
consists of 8 cycles of a 2.4 kHz tone. Each byte of data is preceeded
by a logic zero start bit, and is terminated by a logic 1 stop bit.
Each bit lasts for 3.33 mS, giving an operating speed of 300
bits/second.
19.1 Named Files
Named files are stored as a number of blocks, each of which is 256
bytes or less, and includes a checksum over all the bytes in the
block. Each block is identified by a name header, and includes the
start address for loading that block, the execution address for that
block, and the number of bytes in that block minus one.
19.2 Unnamed Files
Unnamed files are stored as a two-byte start address, a two-byte end
address, and end minus start bytes of data. An unnamed file could have
no name at all (when using *LOAD and *SAVE), or it may have a zero
length name denoted by "". Unnamed files may thus be used anywhere
that named files could be used. The format of an unnamed file on tape
corresponds to the format of an Acorn System One computer.
19.3 Commands
All COS commands start with an asterisk to distinguish them from BASIC
commands. Note the difference between SAVE and *SAVE, and LOAD and
*LOAD:
SAVE creates text files from the ATOM's text space. No start address
is specified. The execution address is automatically set to #C2B2, the
entry point to BASIC.
*SAVE saves a block of memory whose start and end addresses must be
specified.
LOAD loads text files to the current text space.
*LOAD loads a block of memory to a fixed address, or to an address
specified in the command.
*CAT Catalogue tape
The *CAT command gives a catalogue of a tape. Each block of a named
file will appear in the catalogue as follows:
FILENAME SSSS EEEE NNNN BB
Where FILENAME is the name of the file
SSSS is the start address of the block
EEEE is the execution address of the file (used by RUN)
NNNN is the block number, starting at zero
and BB is the number of data bytes in the block, minus one.
All the numbers are in hexadecimal.
139
Unnamed files will appear in the catalogue as:
SSSS LLLL
where SSSS is the start address
and LLLL is the last address, plus one. Again, both numbers are in
hexadecimal.
*LOAD Load file *L.
To load a named file the syntax is:
*LOAD "FILENAME" XXXX
where XXXX is a hexadecimal address specifying where the data is to be
loaded. If XXXX is omitted the data will be loaded back to the address
from which it was originally saved. On pressing RETURN the system will
reply:
PLAY TAPE
The cassette recorder should be played, and the ATOM's space bar
pressed to indicate that this has been done.
The COS will display the names of any files that are encountered
on the tape before the specified file is found. When the file is found
it will be loaded and on completion the '>' prompt will reappear.
If the file to be loaded is part way past the tape heads the COS
will display:
REWIND TAPE
The tape should then be rewound and the space bar pressed again, to
which the COS will reply:
PLAY TAPE
and the loading process can be repeated.
To load an unnamed file the syntax is:
*LOAD "" XXXX or
*LOAD XXXX
where XXXX is again the optional, hexadecimal, start address. Since
there is no name search the space bar should only be pressed during
the high-tone leader, and the first file encountered will be loaded.
Unnamed files consist of a single block, a R there is no error
checking; however they provide the fastest way of having and loading
data or programs.
CTRL and SHIFT
During loading and *CAT:
CTRL will cause a return to the ATOM '>' prompt. If pressed during
loading an error message will be given to indicate that part of the
file being loaded was lost.
SHIFT will override the search for the high-tone leader, and can thus
be used to load and catalogue files with very short periods of
high-tone leader.
Note that there is no way to exit from SAVE or *SAVE except by BREAK.
*SAVE Save file
To save a named file on tape the syntax is:
*SAVE "FILENAME" SSSS LLLL EEEE
where FILENAME is the filename of up to 16 characters
140
*S.
SSSS is the start address
LLLL is the end address plus one
EEEE is the optional execution address
The execution address is used by the RUN command, and if omitted will
default to the start address.
On pressing return the COS will respond with:
RECORD TAPE
The tape recorder should now be started in record mode, and the space
bar pressed to indicate that this has been done. Once started, SAVE
cannot be aborted except by BREAK.
To save an unnamed file the syntax is:
*SAVE "" SSSS LLLL or
*SAVE SSSS LLLL
where SSSS and LLLL are as above, and the data will be saved as one
continuous block.
*MON Enable messages *M.
The usual condition after switch-on and BREAK is for the messages:
PLAY/RECORD/REWIND TAPE
to be produced. The MON command may be used to enable messages if they
have been disabled.
*NOMON Disable messages *N.
This command turns off messages produced by the COS.
*PLOAD Finish loading *P.
The normal LOAD command demands that files are loaded from the start
of the first block, and will request that the tape be rewound if
started in the middle of the file. FLOAD allows loading to commence
from the start of any block in the file, and the syntax of the command
is:
FLOAD "FILENAME" SSSS
where SSSS is an optional start address specifying the address to
which the start of the first block is loaded if relocation is
required.
FLOAD is useful after a checksum error has been encountered. The
tape may be stopped and rewound to any point before the block that
produced the error. FLOAD is then used to allow loading to continue,
and the block headers will ensure that the blocks are being loaded in
the correct place.
*RUN Load and execute machine code file *R.
The syntax of this command is:
RUN "FILENAME" SSSS
The function is exactly as for LOAD, but on completion of loading
execution is transferred to the execution address specified when the
file was created. The optional start address SSSS may be used to
relocate the file. The execution address is not affected by
relocation.
141
*DOS Link to Disk Operating System
This command initialises the Disk Operating System, if present, by
linking to #E000.
19.4 Errors
The following error messages are given for errors in commands to the
COS; i.e. for commands starting with '*':
SUM
ERROR 6 Checksum error
COM?
ERROR 48 Command error
NAME
ERROR 118 Name error
SYN?
ERROR 135 Syntax error
ERROR 165 Premature exit from loading
19.5 Appending Text from Several Files
A BASIC or Assembler subroutine may often be required for several
different programs. In this case it is possible to store the
subroutine text on a separate file, and append this text to the text
in memory every time the subroutine is needed in a program.
The subroutine text should be entered in memory on its own, and
should be written with fairly high line numbers, such as 9000-9999.
The subroutine is then saved as usual; e.g.:
SAVE "SUB9"
A later date a program is written which needs a copy of this
subroutine. First check that the program does not use any line numbers
above the first line of the program. Then find the address of the end
of the program by typing:
PRINT &TOP-2
Remember that this address will be in hexadecimal. Now, using *LOAD,
load the subroutine into memory starting at the address printed out in
the above step:
*LOAD "SUB9" XXXX
where XXXX is the address that was printed out. Finally, to reset TOP
to the end of the subroutine, type:
END
Any number of text files can be appended in this way, but note
that, unless the resulting text is to be renumbered, the parts
appended should use line numbers which are larger than any line number
in the text file already in memory.
142
*D.
0 BASIC Statements,
Functions, and Commands
All the ATOM BASIC statements, functions, and commands are listed in
the following pages in alphabetical order. Following each name is,
where applicable, an explanation of the name and the_ shortest
abbreviation of that name. The following symbols will be used; these
are defined more fully in Chapter 26:
<variable> — one of the variables A to Z, or @.
<factor> — a variable, a constant, a function, an array, an
indirection, or an expression in brackets, any of which may optionally
be preceded by a + or — Sign; e.g.:
A, -1234, ABS(12), AA(3), !A, (2*A+B).
<expression> — any arithmetic expression; e.g.:
A+B/2*(27-R) &H.
<relational expression> — an expression, or a pair of expressions
linked by a relational operator; e.g.:
A, A>=B, SA="CAT"
<testable expression> — any number of <RELATIONAL expressions>
connected by AND or OR; e.g.:
A>B AND C>D.
<string right> — a quoted string, or an expression optionally preceded
by a dollar; e.g.:
"STRING", SA.
ABS Absolute value
This function returns the absolute value of its argument, which is a
<factor>. ABS will fail to take the absolute value of the maximum
negative integer, -2147483648, since this has no _ corresponding
positive value. The most common use of ABS is in conjunction with RND
to produce random numbers in a specified range, see RND. Example:
PRINT ABS-1,ABS(-1),ABS1,ABS(1)'
1. 1 1 1
AND Relational AND
This symbol provides the logical AND operation between two <RELATIONAL
expression>s. Its form is <RELATIONAL expression a> AND <RELATIONAL
expression b> and the result will be true only if both <RELATIONAL
expression>s are true. AND has the same priority as OR. Example:
IF A=B AND C=D PRINT"EQUAL PAIRS"'
143
BGET Byte get
This function returns a single byte from a random file. The form of
the instruction is:
BGET <factor>
where <factor> is the file's handle returned by the FIN function. The
next byte from the random file is returned as the least significant
byte of the value, the other three bytes being zero. In the DOS the
sequential pointer will be moved on by one and the operating system
will cause an error if the pointer passes the end of the file.
Example:
A=FIN" FRED"
PRINT "THE FIRST BYTE FROM FRED IS "BGET A'
BPUT Byte put
This statement sends a single byte to a random file. The form of the
statement is:
BPUT <factor>, <expression>
where <factor> is the file's handle returned by the FOUT function; the
<expression> is evaluated and its least significant byte is sent to
the random file. If you are using the DOS, the random file's
sequential pointer will be moved on by one and the operating system
will cause an error if the length of the file exceeds the space
allowed. Example:
A=FOUT"FRED"
BPUT A, 23
CH Change character to number
This function returns the number representing the first ASCII
character of the string supplied as its argument. It differs from
straight use of the '?' operator in that it can take an immediate
string argument or an <expression>. Examples:
PRINT CH"™"'
13 (value of string terminating character)
PRINT CH"BETA"'
66
S=TOP;SS="BETA"
PRINT ?S/CHSS,CHS'
66 66 66
PRINT S?LENS,CHSS+LENS'
65 65
CH
CLEAR Clear graphics screen CLEAR
This statement clears the screen and initialises the display for the
graphics mode specified its argument:
CLEAR 0 : Screen is 64*48 (semi-graphics mode)
CLEAR 1 : Screen is 128*64
CLEAR 2 : Screen is 128*96
CLEAR 3 : Screen is 128*192
CLEAR 4 : Screen is 256*192
In graphics modes 1 to 4 an error will be caused if the text space and
graphics area conflict.
144
COUNT Count of characters printed Cc.
This function returns the number of characters printed since the last
return, and is thus the column position on a line at which the next
character will be printed. COUNT is useful for positioning table
elements etc. Example:
DO PRINT"=";UNTIL COUNT=20
ee
DIM Dimension statement DIM
This statement automatically allocates space after the end of the text
for arrays or strings. DIM causes an error if used in direct mode.
Associated with DIM is a 16 bit location referred to as the 'free
space pointer'. The RUN statement sets this pointer to the value of
TOP. A declaration:
DIM A(Q)
sets A to the current value of the free space pointer, and the pointer
is moved up by (Q+1) bytes. A declaration:
DIM AA(Q)
allocates space for an array AA with elements AA(0) to AA(Q), and
moves the value of the free space pointer up by 4*(Q+1) bytes.
A special use of DIM is to set the value of P for assembling:
DIM P(-1)
sets P to the current value of the free space pointer, without
changing the pointer's value. Several items may be dimensioned in one
DIM statement:
DIM A(2),AA 45,BB(67),CC(F)
DRAW Draw line to absolute position DRAW
The statement DRAW A,B is equivalent to PLOT 5,A,B.
DO Start of DO...UNTIL loop DO
This statement is part of the DO...UNTIL control expression. As the
BASIC interpreter passes DO it saves that position and will return to
it if the UNTIL statement's condition is false. No more than 11 active
DO statements are allowed. See UNTIL for examples.
END End of program E.
This statement has two functions:
1. Termination of an executing program
2. Resetting the value of TOP to point to the first free byte after
the program text.
END can be used in direct mode to set TOP. Programs can have as many
END statements as required and they do not need to have an END
statement as a last line, although an error will be caused on
execution past the end of the program. See also TOP. Example:
IF SZ="FINISH" END; REM conditional end
EXT Extent of random file E.
In the DOS this function returns the EXTent (length) of a random file
in bytes. The file can be either an input or an output file, and the
form of the instruction is
145
EXT<factor>
where factor is the file's handle found using either FIN or FOUT.
In the COS, execution of this function results in an error.
Example:
A=FIN" FRED"
PRINT "FRED IS "EXT(A)" BYTES LONG"'
FIN Find Input
In the DOS this function initialises a random file for input (with
GET, BGET, and SGET) and updating (with PUT, BPUT, and SPUT), and
returns a number which uniquely represents the file. This 'file
handle' is used in all future references to the file. Zero is returned
if the file does not exist. The file handle is only a byte long (1 —
255) and can be stored in variables or using ! or ?. Usage of a file
handle not given by the operating system will result in an error.
In the COS the message PLAY TAPE will be printed, and the system
will wait for any key to be pressed.
F.
FOR Start of FOR...NEXT loop F.
This statement is the first part of the FOR...NEXT loop, which allows
a section of BASIC text to be executed several times. The form of the
FOR statement is:
FOR (a) = (b) TO (c) STEP (d)
where (a) is the CONTROL VARIABLE which is used to test for loop
completion
(b) is the initial value of the control variable
(c) is the limit to the value of the control variable
(d) is the step size in value of the control variable for each
pass of the loop; if omitted, it is assumed to be 1.
Items (b) (c) (d) are <expression>s they are evaluated only once, when
the FOR statement is encountered, and the values are stored for later
reference by the NEXT statement. No more than 11 nested FOR statements
are allowed by the interpreter. Examples:
FOR Z=0 TO 11
FOR @=X TO Y
FOR U=-7 TO 0
FOR G=(X+1)*2 TO Y-100
FOR J=0 TO 9 STEP 3
FOR K=X+1l TO Y+2 STEP I
FOR Q=-10*ABSX TO -20*ABSY STEP -ABSQ
FOUT Find output FO.
In the DOS this function initialises a random file for output (with
PUT, BPUT, and SPUT), and returns a number which uniquely specifies
the output file. This 'file handle' is used in all future references
to the file. Zero will be returned there is a problem associated with
using the file as an output file; e.g.:
(a) write protected file
(b) write protected disc
(c) insufficient space in directory
(d) file already in use as an input file
(e) insufficient memory space
The number returned is only a byte long (1-255) and can be stored in
variables or using ! or ?. Usage of a number not given by the
146
operating system will result in an error.
In the COS the message RECORD TAPE will be printed, and any key
waited for. Example:
A=FOUT"FRED"
IF A=O PRINT "WE HAVE A PROBLEM WITH FRED"'
GET Get word from file G.
This function reads a 32 bit word from a random file and returns its
value. The form of the instruction is:
GET<factor>
where <factor> is the file's handle found with the FIN function. The
first byte fetched from the file becomes the least significant byte of
the value.
In the the DOS the random file's sequential pointer will be moved
on by 4 and the operating system will cause an error if the pointer
passes the end of the file. Example:
A=FIN" FRED"
PRINT "THE FIRST WORD FROM FRED IS "GET A'
GOSUB Go to subroutine Gos.
This statement gives the ability for programs to call sub programs.
The GOSUB statement stores its position so that it can come back later
on execution of a RETURN statement. Like GOTO it ran be followed by an
<factor> whose value is a line number, or by a label. No more than 14
GOSUB statements without RETURNs are allowed. Example:
10 GOSUB a
20 GOSUB a
30 END
100a PRINT"THIS IS A SUB PROGRAM"'
200 RETURN
When RUN this will print.:
THIS IS A SUB PROGRAM
THIS IS A SUB PROGRAM
>
GOTO Go to line G.
This statement overrides the sequential order of program statement
execution. It can be used after an IF statement to give a conditional
change in the program execution. The form of the statement is either:
GOTO <factor>
or GOTO <label>
The GOTO statement can transfer to either an unlabelled line, by
specifying the line's number, or to a labelled line, by specifying the
line's label.. Examples:
10 IF A=0 PRINT"ATTACK BY KLINGON "Z;GOTO x
20 PRINT"YOU ARE IN QUADRANT "X Y
30x PRINT'"STARDATE "T'
100m INPUT"CHOICE "A
110 IF A<1l OR A>9 PRINT"!!!!!"; GOTO m
120 GOTO(A*200); REM GO EVERYWHERE !
147
IF If statement IF
This statement is the main control mechanism of BASIC. It is followed
by a <TESTABLE expression>, which is a single byte. If TRUE (non-zero)
the remainder of the line will be interpreted; if FALSE (zero)
execution will continue on the next line. After the <TESTABLE
expression>, IF can be followed by one of two different options:
1. The symbol THEN, followed by any statement.
2. Any statement, provided that the statement does not begin with T or
a unary operator '!' or '?'.
Examples:
IF A<3 AND B>4 THEN C=26
IF A<3 IF B>4 C=26; REM equivalent condition to above
IF A>3 OR B<4 THEN C=22; REM complementary condition to above
IF A>3 AND $S="FRED" OR C=22; REM AND and OR have equal priority
INPUT Input statement IN
This statement receives data from the keyboard. The INPUT statement
consists of a list of items which can be:
(a) a string delimited by "quotes
(b) any ' new-line symbols
(c) a <variable> or a $<expression> separated from succeeding
items by a comma.
Items (a) and (b) are printed out, and for each item (c) a '?' is
printed and the the program will wait for a response. If the item is a
<variable>, the response can be any valid <expression> if the item was
a $<expression>, the response is treated as a string and will be
located in memory starting at the address given by evaluating the
<expression>. If an invalid response is typed, no change to the
original is made. Example:
INPUT"WHAT IS YOUR NAME "STOP,"AND HOW OLD ARE YOU "A
When RUN this will produce:
WHAT IS YOUR NAME ?FRED
AND HOW OLD ARE YOU ?100
LEN Length of string L.
This function returns the number of characters in a string. The
argument for LEN is a <factor> which points to the first character in
the string. Valid strings have between 0 and 255 characters before a
terminating return; invalid strings for which the terminating return
is not found after 255 characters will return length zero. Example:
STOP="FRED";PRINT"LENGTH OF "STOP" IS "LEN TOP'
LET Assignment statement omit
This statement is the assignment statement and the word LET is
optional. There are two types of assignment statement:
1. Arithmetic
LET<variable>=<expression>
<variable>!<factor>=<expression>
<variable>?<factor>=<expression>
!<factor>=<expression>
?<factor>=<expression>
2. String movement
148
LETS<expression>=<string right>
In each case the value of the right hand side is evaluated, and then
stored as designated by the left hand side. The word LET is not legal
in an array assignment.
LINK Link to machine code subroutine LI.
This statement causes execution of a machine code subroutine at a
specified address. Its form is:
LINK <factor>
where <factor> specifies the address of the - subroutine. The
processor's A, X and Y registers will be initialised to the least
significant bytes of the BASIC variables A, X and Y, and the decimal
mode flag will be cleared. The return to the interpreter from the
machine code program is via an RTS instruction. Examples:
Q-TOP; !0=06058; LINK Q; REM clear interrupt flag
Q-ZOP; !0=06078; LINK Q; REM set interrupt flag
LINK #FFE3;REM wait for key to be pressed
LIST List BASIC text L.
This command will list program lines in the current text area. It can
be interrupted by pressing ESC and can take any of these forms:
LIST list all lines
LIST 10 list line 10
LIST , 40 list all lines up to 40
LIST 100 , list all lines from 100
LIST 10,40 list all lines between 10 and 40
LOAD Load BASIC program LO.
This command will load a BASIC program into the current text area. Its
form is:
LOAD <string right>
and it will pass the string to the operating system and request the
operating system to complete the transfer before returning (in case
the transfer is by interrupt or direct memory access). Then the text
area is scanned through to set the value of TOP; if the file was
machine code or data and not a valid BASIC program the prompt may not
reappear. Example:
LOAD"FRED"
MOVE Move to absolute position MOVE
The statement MOVE A,B is equivalent to PLOT 4,A,B.
NEW Initialise text area N.
This command inserts an ‘end of text' marker at the start of the text
area, and changes the value of TOP accordingly. The OLD command
provides an immediate recovery.
NEXT Terminator of FOR...NEXT loop N.
This statement is half of the FOR...NEXT control loop. When the word
NEXT is encountered, the interpreter increases the value of the
control variable by the step size, and if the control variable has not
exceeded the loop termination value control is transfered back to the
statement after the FOR statement; otherwise execution proceeds to the
149
statement after the NEXT statement. The NEXT statement optionally
takes a <variable> which will cause a return to the same level of
nesting as the FOR statement with the same control variable, or an
error if no such FOR statement is active. Examples:
@=2
FOR Z=0 TO 9; PRINT Z; NEXT; PRINT'
0123456789
FOR Z=0 TO 9 STEP 2; PRINT Z; NEXT Z;PRINT'
0246 8
FOR Z=0 TO 9; PRINT Z; NEXT Y
0
ERROR 230
>
OLD Recover text area OLD
This statement executes ?(?18*256+1)=0;END to recover a text space
after typing NEW. If the first line number in the text area is greater
than 255 it will be changed by the OLD statement.
OR Relational OR OR
This symbol provides the logical OR operation between two <RELATIONAL
expressions>. Its form is <RELATIONAL expression a> OR <RELATIONAL
expression b> and the result will be true (non-zero) if either
<RELATIONAL expression> is true. OR has the same priority as AND.
Example:
IF A=B OR C=D PRINT"At least one pair equal"'
PLOT Plot statement PLOT
This statement takes three arguments: a parameter that determines how
to plot, and a pair of relative or absolute cartesian coordinates. The
first parameter is as follows:
plot line relative to last point with no change in pixels
as 0 but set pixels
as 0 but invert pixels
as 0 but clear pixels
plot line to absolute position with no change in pixels
as 4 but set pixels
as 4 but invert pixels
as 4 but clear pixels
plot point relative to last point with no change in pixel
as 8 but set pixel
10 as 8 but invert pixel
as 8 but clear pixel
ODA NHDUBSP WNEFO
ray
ry
12 plot point at absolute position with no change in pixel
13 as 12 but set pixel
14 as 12 but invert pixel
15 as 12 but clear pixel
PRINT Print statement P.
This statement outputs results and strings to the screen.. A PRINT
statement consists of a list of the following items:
(a) a string delimited by "quotes, which will be printed.
(b) any ' symbols which will cause a 'newline'.
150
(c) the character '&' which forces hexadecimal numerical print
out until the next comma.
(d) an <expression> whose value is printed out in either decimal
or hexadecimal, right hand justified in a field width defined by
'@:
(e) a $<expression> if the value of the <expression> is between
0 and 255, the ASCII character corresponding to that value will
be printed out; otherwise the string pointed to by that value
will be printed out.
Examples:
PRINT '
PRINT"Hello"'
Hello
PRINT 1'
1
PRINT 1'2'3'
1
2
3
PRINT"40*25="40*25'
40*25= 1000
PRINTSCH"e"'
PRINTS12
DO INPUT"Who are you "STOP;PRINT"Hi "S$TOP'; UNTIL STOP=""
Who are you ?fred
Hi fred
Who are you ?
PRINT&O0 10 20 30'
0 A 14 1E
PTR Pointer of random file PTR
In the DOS this function and statement allows the manipulation of the
pointers in sequential files. Its form is:
PTR<factor>
where <factor> is the file's handle found using FIN or FOUT, and it
May appear on the left hand side of an equal sign or in an expression.
In the COS PTR will cause an error. Examples:
A=FIN"FRED"
PRINT PTR AI
0
PTRA=PTRA+23
PUT Put word to random file PUT
This statement sends a four byte word to a sequential output file. The
form of the instruction is:
PUT <factor> , <expression>
where <factor> is the file's handle returned by the FOUT function. The
<expression> is evaluated and sent, least significant byte first, to
the sequential output file. The sequential output file's pointer will
be moved on by four and the operating system will cause an error if
the length of the file exceeds the space allowed. Example:
A=FOUT"FRED"
PUT A , 123456
151
REM Remark REM
This statement causes the interpreter to ignore the rest of the line,
enabling comments to be written into the program. Alternatively
comments can be written on lines branched around by a GOTO statement.
RETURN Return from subroutine R.
This statement causes a return to the last encountered GOSUB
statement. See GOSUB for examples.
RND Random number R.
This function returns a random number between -2147483648 and
2147483647, generated from a 33 bit pseudo-random binary sequence
generator which will only repeat after over eight thousand million
calls. The sequence is not initialised on entering the interpreter,
but locations 8 to 12 contain the seed, and can be set using '!' toa
chosen starting point. To produce random numbers in some range A to B
use:
ABSRND$ (B-A) +A
RUN Execute BASIC text from beginning RUN
This statement will cause the interpreter to commence execution at the
lowest numbered line of the current text area. Since it is a
statement, it may be used in both direct mode and programs.
SAVE Save BASIC text space SA.
This statement will cause the current contents of the memory between
the start of the text area, given by ?18*256, and the value of TOP, to
be saved by the operating system with a specified name. The operating
system is not requested to wait until the transfer is finished before
returning to the interpreter. Example:
SAVE"FRED"
SGET String get Ss.
This statement reads a string from a random file. The form of the
statement is:
SGET <factor>, <expression>
where <factor> is the file's handle returned by the FIN function. The
<expression> is evaluated to form an address, and bytes are taken from
the sequential input file and put in memory at consecutive locations
starting at that address, until a ‘'return' is read. The sequential
input file's pointer will be moved on by the length of the string plus
one and the operating system will cause an error if the pointer passes
the end of the input file.
SHUT Finish with random file SH.
In the DOS this statement closes random input or output files. The
form of the statement is:
SHUT <factor>
where <factor> is the file's handle found with either FIN or FOUT. If
it is an output file any information remaining in buffer areas in
memory is written to the file. If the <factor> has value zero, all
current sequential files will be closed. In the COS this statement is
ignored.
152
SPUT String put SP.
This statement writes a string to a random file. The form of the
instruction is:
SPUT <factor>, <string right>
where <factor> is the file's handle returned by the FOUT function.
Every byte of the string, including the terminating '‘return'
character, is sent to the file. In the DOS the random file's
sequential pointer will be moved on by the length of the string plus
one, and the operating system will cause an error if the length of the
file exceeds the space allowed; Example:
A=FOUT"FRED"
SPUT A , "THIS IS FILE FRED"
STEP Step specifier in FOR statement s.
This symbol is an optional parameter in the FOR statement, used to
specify step sizes other than the default of +1. It is followed by an
<expression> which is evaluated and its value stored along with the
other FOR parameters. See FOR for examples.
THEN Connective in IF statement omit
This symbol is an option in the IF statement; it can be followed by
any statement.
TO Limit specifier in FOR statement TO
This symbol is required in a FOR statement to specify the limit which
is to be reached before the FOR..NEXT loop can be terminated. See FOR
for examples.
TOP First free byte T.
This function returns the address of the first free byte after the end
of a stored BASIC program. Its value is adjusted during line editing
and by the END statement and LOAD command. It is vital for TOP to have
the correct value (set by END) before using the line editor. See also
END.
UNTIL Terminator of DO...UNTIL loop U.
This statement is part of the DO..UNTIL repetitive loop. UNTIL takes a
<TESTABLE expression> and will return control to the character after
DO if this is zero (false), otherwise execution will continue with the
next statement. Examples:
DO PRINT"#";UNTIL 0; REM do forever
DO PRINT"#"; UNTIL COUNT=20; PRINT'
HHH EEE EEE EE EEE EEE EEE
DO INPUT"Calculation "A; PRINT"Answer is "A'; UNTIL A=12345678
Calulation ?2*3
Answer is 6
Calculation ?A
Answer is 6
Calculation ?12345678
Answer is 12345678
WAIT Wait statement WAIT
This statement waits until the next 60 Hz vertical sync pulse from the
CRT controller. The statement has two uses: to give a delay of one
153
sixtieth of a second, and to wait until flyback so that a subsequent
graphics command will not cause noise on the screen. Examples:
FOR Z=1 TO 60; WAIT; NEXT; REM wait a second.
MOVE 0,0; WAIT; DRAW 8,8; REM noise-free plotting
154
9 | BASIC Characters and
Operators
This section x4 all the ATOM BASIC’ special characters and
operators. They are followed by a description of the character or
operator, and its name enclosed in {} brackets. Lower case characters
in <> brackets refer to the syntax definition in Chapter 26.
21.1 Special Character
Line terminator {RETURN}
This character is used to terminate a statement or command, or a line
input to the INPUT statement, and as the terminator for strings.
Cancel input {CAN (CTRL-X) }
This character will, when typed from the keyboard, delete the current
input buffer and give a new line.
Escape {Esc}
This character, typed on the keyboard, will stop any BASIC program and
return to direct mode. BASIC checks for escape at every statement
terminator. Typing escape when in direct mode resets the screen to
character mode.
The ESC key can be disabled from a program by executing:
#B000=10
Separator {space}
This character is stored intact to allow formatting of programs. Space
may be used anywhere except:
1. In control words.
2. After the # {hash} symbol.
3. Between line number and label.
It may be necessary to insert spaces to avoid ambiguity as, for
example, in:
FORZ=V TOW STEPX
Here a separator character is needed between V and T, and similarly
between W and S, to eliminate the possibility of a function called
VTOWSTEP.
" String delimiter {double quote}
This character is used as the delimiting character whenever a string
is to be part of a BASIC statement (i.e. everywhere except when
inputting strings with an INPUT statement). If you wish to include in
a string it should be written "". The simple rule for valid strings is
that they have an even number of "characters in them.
155
: New line {single quote}
This character may be used in PRINT and INPUT statements to generate a
new line by generating both CR and LF codes. The value of COUNT will
be set to zero.
( ) {round brackets}
These characters provide a means of overriding the normal arithmetic
priority of the operators in an <expression>. The contents of brackets
are worked out first, starting with the innermost brackets.
' Separator {comma }
This character is used to separate items in PRINT and INPUT
statements.
‘ {stop}
This character is used to allow a shorter representation for some of
the key-words, thus using less memory space to store the program.
7 Statement terminator {semi -colon}
This character is the statement terminator used in multi-statement
lines.
@ Numeric field width {at}
This character is a variable which controls the PRINT statement. It
specifies the number of spaces in which a number will be printed,
right justified. If the field size is too small to print the number,
the number is printed in full without any extra spaces; thus field
sizes of 0 and 1 give the same result of minimum-width printing. The -
sign is printed in front of a negative number and counts towards the
number of characters in the number. On initial entry into BASIC, any
error, or following use of the LIST statement or assembler, @ is set
to 8. Example:
@=5;PRINT1,12,123,1234,12345,123456'
1 12) 123 123412345123456
a- z Labels
These characters provide a very fast means of transferring control
with the GOTO and GOSUB statements. A line may be labelled by putting
one of a-z immediately after the line number (no blanks are allowed
before the label). Transfer to a labelled line is achieved by a GOTO
or GOSUB statement followed by the required label. Example:
10a PRINT"looping"'
20 GOTO a
>RUN
looping
looping
looping
21.2 Operators
! Word indirection {pling}
This character provides word indirection. It can be both a binary and
a unary operator and appear on the left-hand side of an equal sign as
well as in <expression>s.
156
As a unary operator on the LEFT of an equals sign it takes a
<factor> as an argument and will treat this as an address. The
<expression> on the right of the equals sign is evaluated and then
stored, starting with the least significant byte, in the four
locations starting at this address. Example:
!A=#12345678
will store values in memory as follows:
EIESEsES
A Atl A+2 = A+t3
As a binary operator on the LEFT of an equals sign it takes two
arguments; a <variable> on the left and a <factor> on the right. These
two values are added together to create the address, and the value is
stored at this address as above. Example:
A!B=#12345678
As a unary operator in an <expression> it takes a <factor> as an
argument and will treat this as an address. The value is that
contained in the four bytes at this address. For example, if the
contents of memory are as follows:
REO
A A+1 At+2 A+t3
Then the value printed by
PRINT !A
will be 24 (decimal).
As a binary operator in an <expression> it takes two arguments, a
<factor> on either side. The sum of these two values is used as the
address, as above. Example:
PRINT A!B
# Hexadecimal constant {hash or pound}
This character denotes the start of a hexadecimal value in
<factor>. It cannot be followed by a space and there is no check made
for overflow of the value. The valid hexadecimal characters are 0 to 9
and A to F.
$ String pointer {dollar}
This character introduces a pointer to a string; whenever it
appears it can be followed by an <expression>. In a PRINT statement,
if the pointer is less than 256, the ASCII character corresponding to
the value of the pointer will be printed. Dollar can be used on the
left of an equals sign as well as anywhere a string can be used. If
the only choice allowed is either a dollar or a string in double
quotes, then it is possible to omit the dollar. Strings may contain up
to 255 characters. Examples:
IFSA=SB........ string equality test
IFSA="FRED".... string equality test
SA="JIM"....... move string JIM to where A is pointing
SA=SB.......0.- copy B's string to where A points
157
PRINTSA........ print the string A is pointing at
PRINTSA+1...... print the string (A+1l) is pointing at
PRINTS64....... print ASCII character 64 i.e. @
% Remainder {percent}
This character is the operation of signed remainder between two
values. Its form is <factor a>%<factor b>. The sign of the result is
the same as the sign of the first operand.
& Hexadecimal/AND {ampersand}
This character has two distinct uses:
1. To print hexadecimal values in the PRINT statement. Its form here
is as a prefix in front of the particular print item which is to be
printed in hexadecimal.
2. As the operation of bitwise logical AND between two values. Its
form here is <factor a> & <factor b> and the result is a 32 bit word,
each bit of which is a logical AND between corresponding bits of the
operands.
* Multiply {star}
This character is the operation of signed multiplication between two
32 bit values. Its form is <factor a> * <factor b>.
+ Add {plus}
This character has two similar uses:
1. As the unary operation "do not change sign". Its form here is
+<factor>.
2. As the operation of addition between two 32 bit values. Its form
here is <term a> + <term b>.
- Subtract (minus }
This character has two similar uses:
1. As the unary operation of negate. Its form here is -<factor>, and
the result is 0 - <factor>.
2. As the operation of subtraction between two 32 bit values. Its form
here is <term a> -<term b> and the result is found by subtracting
<term b> from <term a>.
/ Divide {slash}
This character is the operation of signed division between two 32 bit
values. Its form is <factor a>/<factor b> and the result is found by
dividing <factor a> by <factor b>.
: Exclusive OR {colon}
This character is the operation of bitwise logical exclusive-OR
between two 32 bit <term>s. Its form is <term a>:<term b> and the
result is a 32 bit word each bit of which is the exclusive-OR of
corresponding bits in <term a> and <term b>.
< Less-than {left triangular bracket}
This character is the relational operator "less than" between two
<expression>s. Its form is <expression a> < <expression b> and it
returns a truth value, of '‘'true' if <expression a> is less than
158
<expression b> and 'false' otherwise, which can be tested by IF and
UNTIL statements.
= Equals {equal}
This character has two uses:
1. As the relational operator "equal to" between two <expression>s.
Its form is <expression a> = <expression b> and it returns a truth
value, of ‘'true' if <expression a> is equal to <expression b> and
'false' otherwise, which can be tested by IF and UNTIL statements.
2. As the assignment operation "becomes". The object on the left hand
side is assigned the value of the right hand side. There are three
similar uses of this:
1. Arithmetic Example:
<variable>=<expression> A=2
<variable>!<factor>=<expression> A!J=3
<variable>?<factor>=<expression> A?Jg=4
!<factor>=<expression> !J=5
?<factor>=<expression> ?J=6
<ARRAY element>=<expression> W(1)=7
2. String movement
$<expression>=<string right> SA="FRED"
3. FOR statement
FOR<variable>=<expression>.... FOR A=0 TO..
> Greater-than {right triangular bracket}
This character is the relational operator "greater than" between two
<expression>s. Its form is <expression a> > <expression b> and it
returns a logical value, of 'true' if <expression a> is greater than
<expression b> and 'false' otherwise, which can be tested by IF and
UNTIL statements.
? Byte indirection {query}
This character provides byte indirection. It can be either a binary or
a unary operator and appear on the left-hand of an equals sign as well
as in <expression>s.
As a unary operator on the LEFT of an equals sign it takes a
<factor> as an argument and will treat this as an address; the
<expression> on the right of the equals sign is evaluated and its
least significant byte is stored at that address. Example:
?A=#12345678
will store into memory as follows:
A
As a binary operator on the LEFT of an equals sign it takes two
arguments, a <variable> on the left and a <factor> on the right. These
two values are added together to create the address where the value
will be stored as above. Example:
A?B=#12345678
As a unary operator in an <expression> it takes a <factor> as an
159
argument and will treat this as an address; the value is a word whose
most significant three bytes are zero and whose least significant byte
is the contents of that address. Example:
PRINT ?A
As a binary operator in an <expression>, it takes two arguments, a
<factor> on either side. The sum of these two values is the address
used as above. Example :
PRINT A?B
iN OR {inverted backslash}
This character is the binary operation of bitwise logical OR between
two 32 bit <term>s. Its form is <term a>[\k<term b> and the result is a
32 bit word each bit of which is an or operation between corresponding
bits of <term a> and <term b>.
<> Not equal {left and right triangular brackets}
This symbol is the relational operator "not equal to" between two
<expression>s. Its form is <expression a> <> <expression b> and it
returns a truth value, of 'true' if <expression a> is not equal to
<expression b> and 'false' otherwise, which can be tested by IF and
UNTIL statements.
<= Less or equal (left triangular bracket, equal}
This symbol is the relational operator "less than or equal" between
two <expression>s. Its form is <expression a> <= <expression b> and it
returns a truth value, of ‘'true' if <expression a> is less than or
equal to <expression b> and 'false' otherwise, which can be tested by
IF and UNTIL statements.
>= Greater or equal {right triangular bracket, equal}
This symbol is the relational operation "greater than or equal to"
between two <expression>s. Its form is <expression a> >= <expression
b> and it returns a truth value, of '‘'true' if <expression a> is
greater than or equal to <expression b> and false otherwise, which can
be tested by IF and UNTIL statements.
160
2 2 Extending the ATOM
22.1 Floating-Point Extension to BASIC
The ATOM's BASIC can be extended to provide floating-point arithmetic,
and many scientific functions, simply by inserting an extra 4K ROM
chip into a socket on the ATOM board (see Technical Manual). The
floating-point extension adds 27 new variables, %@ and %A to %Z, 27
floating-point arrays %@@ and %AA to %2ZZ, and the following special
statements and functions to the existing integer BASIC, including a
statement for plotting in the ATOM's four-colour graphics modes:
Floating-Point Statements
COLOUR, FDIM, FIF, FINPUT, FPRINT, FPUT, FUNTIL, STR.
Floating-Point Functions
ABS, ACS, ASN, ATN, COS, DEG, EXP, FGET, FLT, HTN, LOG, PI, RAD, SGN,
SIN, SOR, TAN, VAL.
Floating-Point Operators
The extension ROM does not in any way alter the operation of the
existing BASIC statements, functions, or operators, and floating-point
arithmetic may be mixed with integer arithmetic in the same line.
All the extension-ROM statements and functions, except COLOUR and
FLT, and all the extension-ROM operators, expect floating-point
expressions as their arguments.
Whenever the context demands a floating-point expression, or
factor, all calculations are performed in floating-point arithmetic
and all integer functions and variables are automatically floated. An
integer expression may be explicitly floated with the FLT function,
which takes an integer argument. For example:
FPRINT FLT(2/3)
will print 0.0 because the division is performed in integer
arithmetic and then floated. Therefore:
FPRINT FLT(PI)
will convert PI to an integer, and then float it, printing 3.00000000.
When the context demands an integer expression, or factor, all
calculations are performed in integer arithmetic, and floating-point
functions will be automatically converted to integers. For example:
PRINT SOQR(10)
will print 3. Floating-point expressions used in an integer context
must be fixed by the '%' operator. For example:
PRINT %(3/2+1/2)
will print 2, since the expression is evaluated using floating-point
arithmetic and then fixed, whereas:
161
PRINT 3/2+1/7
will print 1, since in each case integer division is used.
Since there are both integer and floating-point versions of the
ABS function, the context will determine how its argument is
evaluated. For example:
PRINT ABS(2/3+1/3)
will print 0, whereas:
FPRINT ABS(2/3+1/3)
will print 1.00000000. The floating-point function may be obtained in
an integer context by prefixing it with the '%' operator. Thus:
PRINT %ABS(2/3+1/3)
will print 1.
22.1.1 Floating-Point Representation
Each floating-point number occupies five bytes; a four-byte mantissa
and a one-byte exponent:
=< 31 bits of manitssa —» ~<——~»
8-bit
C bit exponent
assumed position of binary point
The mantissa is stored in sign and magnitude form. Since it will
always be normalized, it logically always has a '1l' as its top bit.
This position is therefore used to store the sign. The exponent is an
ordinary 8-bit signed number. A higher precision is used for internal
calculations to preserve accuracy. The representation provides about
9.5 significant figures of accuracy, and allows for numbers in the
range 1E-38 to 1E+38 approximately. All the possible 32-bit integers
in the standard integer BASIC can be floated without loss of accuracy.
22.1.2 Floating-Point Statements
FDIM Floating-point dimension
Allocates space after the end of text for the floating-point arrays
$@@ and AA to %ZZ. Example:
FDIM $JJ(5)
allocates space for elements %JJ(0) to %JJ(5), a total of 30 bytes.
FIF Floating-point IF
Same syntax as IF, but connectives such as AND and OR are not allowed.
Example:
FIF tA < $B FPRINT A "IS LOWER THAN "%B
FINPUT Floating-point input FIN.
Exactly as INPUT, but takes a floating-point variable or array
element, and does not allow strings to be input. Example:
162
FINPUT"Your weight "%A
FPRINT Floating-point print FP.
Exactly as PRINT except that no $ expressions are allowed, and all
expressions are treated as floating-point expressions. Floating-point
numbers are printed out right justified in a field size determined by
the value of 0. Example:
FPRINT"You are "%H" metres tall"''
FPUT Floating-point put
FPUT writes the 5 bytes representing a floating-point number to the
sequential file whose handle is specified by its argument. Example:
FPUTA,2"32+1
FUNTIL Floating-point until FU.
As UNTIL, except no connectives (OR or AND) are allowed. Matches with
DO statement. Example:
DOSA=%A+.1;FUNTIL%A>2
STR Convert to string
STR converts a floating-point expression into a string of characters.
It takes two arguments, the floating point expression, and an integer
expression which is evaluated to give the address where the string is
to be stored. Example:
STR PI, TOP
PRINT S$TOP1
3.14159265
22.1.3 Floating-Point Functions
ABS Absolute value
Returns the absolute value of a floating-point argument. Example:
FPRINT ABS -2.2
2.20000000
ACS Arc cosine
Returns arc cosine of argument, in radians. Example:
FPRINT ACS 1
0.0
ASN Arc sine
Returns arc sine of argument, in radians. Example:
FPRINT ASN 1
1.57079633
ATN Arc tangent
Returns arc tangent of argument, in radians. Example:
FPRINT ATN 1
7.85398163E-1
cos Cosine c.
Returns cosine of angle in radians. Example:
163
FPRINT Cos 1
5.40302306E-1
DEG Radians to degrees D.
Converts its argument from radians to degrees. Example:
FPRINT DEG PI
180.000000
EXP Exponent E.
Returns exponent (i.e. e*<factor>). Example:
FPRINT EXP 1
2.71828183
FGET Floating-point GET
Same as GET, but reads five bytes from a serial file and returns a
floating-point number.
FLT Float F.
Takes an integer argument and converts it to a floating-point number.
Example:
FPRINT FLT(4/3)
1.00000000
HTN Hyperbolic tangent H.
Returns the hyperbolic tangent of an angle in radians. Example:
FPRINT HTN 1
7.61594156E-1
LOG Natural logarithm L.
Returns the natural logarithm of its argument. Example:
FPRINT LOG 1
0.0
PI
Returns the constant pi. Example:
FPRINT PI
3.14159265
RAD Degrees to radians R.
Converts its argument from degrees to radians. Example:
FPRINT RAD 90
1.57079632
SGN Sign
Returns -1, 0, or 1 depending on whether its floating-point argument
is negative, zero, or positive respectively.
SIN Sine
Returns sine of an angle in radians. Example:
FPRINT SIN PI
0.0
164
SOR Square root
Returns square root of argument. Example:
FPRINT SOR 2
1.41421356
TAN Tangent T.
Returns tangent of angle in radians. Example:
FPRINT TAN PI
0.0
VAL Value of a string V.
Returns a number representing the string converted to a number. If no
number is present, zero will be returned. VAL will read up to the
first illegal character, and cannot cause an error. Example:
FPRINT VAL "2.2#"
2.20000000
22.1.4 Floating-Point Operators
! Floating point indirection {pling}
The floating-point indirection operation makes it possible to set up
vectors of floating-point numbers. The operator returns the five bytes
at the address specified by its operand. For example, to set up a
floating-point vector of three elements:
DIM A(14); S!A=PI; %!(At+5)=3; %!(A+10)=4
% Convert to integer {percent}
The unary % operator converts its floating-point argument to an
integer. For example:
PRINT %(3/2+1/2)
2
< Raise to power {up arrow}
Binary operator which raises its left-hand argument to the power of
its right-hand argument; both arguments must be floating-point
factors.
Example:
FPRINT 2"32
4.29496728E9>
22.1.5 Floating-Point Variables
The floating-point variables %0 and %A to %Z are stored from #2800
onwards, five bytes per variable, thus taking a total of 135 bytes.
Thus, for example, a floating-point vector:
$1#2800
may be set up whose elements:
$1(#2800+0), %!(#2800+5), 3!(#2800+10) ...
will correspond to the variables:
$@, SA, $B... etc.
For example, the floating-point variables may be initialised to zero
165
by executing:
FOR J=0 TO 26*5 STEP 5
%!(#2800+J)=0
NEXT J
22.1.6 Examples
The following program plots curves of the sine and tangent functions,
using the floating-point routines.
1 REM Sine and Tangent
5 PRINT $30 ; CLEAR 0
7 PRINT"PLOT OF SIN AND TAN FUNCTIONS"
9 %I=2*PI/64
10 %V=0
12 FOR Z=0 TO 64
15 SV=SV+3I
20 PLOT13,2Z,(22+%(22*SINSV) )
25 PLOT13,2Z,(22+TANS$V)
30 NEXT
100 END
Program size: 206 bytes
The following program plots a cycloid curve:
1 REM Cycloid
10 %Z=60
20 CLEAR2
30 FORQ=0T0359
40 %S=RAD Q
50 R=$Z*SIN(%S*2)
60 PLOT13,%(%R*SIN%S+64.5) ,3(SR*COS$S+48.5)
70 NEXT
80 END
Program size: 142 bytes
22.1.7 Three-Dimensional Plotting
The following program plots a perspective view of a saddle curve, with
any desired viewing point. The program is a floating-point version of
the program in Section 11.5.2.
1 REM Saddle Curve
100 FINPUT"CHOOSE VIEW POSITION"'"X="3L,"Y="3M,"Z="3N
110 FINPUT"LOOKING TOWARDS"'"X="%A,"Y="%$B,"Z="%3C
115 %L=%L-%A; $M=$M-%B; 3N=3N-%C
120 W=4;CLEAR4
150 %S=%L*%L+%M* 3M; 3R=SOR%S
160 %T=%S+2N*2N; %3Q=SORST
200 FORX=-10T0O10
210 Y=-10;GOS.c;GOS.m
220 FORY=-9T0O10;GOS.c;GOS.p;N.;N.
230 FORY=-10TO10
240 X=-10;GOS.c;GOS.m
250 FORX=-9T0O10;GOS.c;GOS.p;N.;N.
260 END
400pW=5
410m$U=%X-3A; 3V=%Y-%B; $W=3Z-3C
420 %0=(%T-%X*S$L-SY* 3M-3Z*3N) *3R
166
425 FIF %0<0.1 w=4
430 G=%(400* (SY*%L-%X* 3M) *3Q/%$0)+128
440 H=%(500*(%Z*SS-SN* (3X*SL+3Y*SM) )/$0)+96
460 PLOTW,G,H;W=4;R.
600c%Y=Y; $X=X
610 %Z=.05*(SY*SY-%X*$X) ;R.
Description of Program:
100-110 Input view position and shifted origin.
115 Shift view position for new origin.
120 Clear screen and get ready to move.
150-160 Set up constants for plot projection.
200-250 Scan X,Y plane.
400 p: Entry for drawing.
410 m: Entry for moving; also shift coordinates for new origin.
420 Calculate how far away X,Y,Z is from eye.
425 Avoid plotting too close.
430-440 Project image onto plane.
460 Move or draw and return.
600 c: Define function to be plotted.
Variables:
G,H -- Plot position on screen
Ww -- 4 for move, 5 for draw.
X,Y -- Used to scan X,Y plane.
A,%B,%C -- Position centred on screen.
3L,%M,3N -- View position.
%O -- Distance of point from eye.
%Q0,%R,%S,%T -- Constants for projection.
3U,%V,SW -- 3D coordinates referred to new origin.
SX,SY,%Z -- 3D coordinates of point being plotted
Program size: 594 bytes
22.2 Colour Graphics Extension -- COLOUR
The extension ROM also contains routines for plotting in the colour
graphics modes. The following colour graphics modes are available:
Mode: Resolution: Memory:
Xs H
la 64 64 1K
2a 128 64 2K
3a 128 96 3 K
4a 128 192 6 K
The graphics modes are obtained by specifying the CLEAR statement
followed by the mode number (without the ‘a'), and the COLOUR
statement to determine which colour is to be plotted. The parameter to
the COLOUR statement determines the colour as follows; on a black and
white television or monitor the colours will be displayed as shades of
grey:
Value: Colour: Grey scale:
0 Green Grey
1 Yellow White
2 Blue Black
3 Red Black
COLOUR 0 corresponds to the background colour.
When a colour has been specified, all subsequent DRAW statements
will draw lines in that colour. The PLOT statement will '‘'set' lines
167
and points in that colour, will always '‘'clear' to the background
colour, and will always ‘invert' to a different colour, irrespective
of the current COLOUR.
22.2.1 Random Coloured Lines
The following simple program illustrates the use of the COLOUR command
by drawing coloured lines between randomly-chosen points on the
screen.
10 REM Random Coloured Lines
20 CLEAR 4
30 DO COLOUR RND
40 DRAW(ABSRND$128) , (ABSRND$192)
50 UNTIL 0
22.3 Memory Expansion
The ATOM's memory can be expanded, on the same board, in units of 1K
bytes (1024 bytes) up to a maximum on-board memory capacity of 12K
bytes. Refer to the Technical Manual for details of how to insert the
extra memory devices. The unexpanded ATOM contains 1K of Block 0
memory, from #0000 to #0400, and 1K of VDU and text-space memory,
occupying between #8000 and #8400. The lower half is used by the VDU
and graphics mode 0, and the upper half forms the BASIC text-space
starting at $8200 and giving 512 free bytes for programs. The three
different areas of RAM that can be fitted on the main circuit board
are referred to as follows:
Addresses: Area:
#0000-#0400 Block zero RAM
#2800-#3C00 Lover text space
#8000-#9800 Graphics space/Upper text space
The following stages in expansion are recommended:
22.3.1. Lower Text Space
Extra memory can be added starting at #2800 in the lower text space.
If memory is present in this text space BASIC will automatically be
initialised using this region as its text space. The text space starts
at #2900 to allow space between #2800 and #2900 for the floating-point
variables, but if the floating-point scientific package is not being
used the extra memory between #2800 and #2900 can be used for the text
space by typing:
2?18=#28
NEW
A total of 5K of memory can be added in the extra text space.
There are two advantages in using the lower text space for programs:
1. Whenever the graphics memory is accessed noise will be generated on
the screen. Although this noise is slight under most circumstances, it
can become annoying when running machine-code programs assembled in
the upper text area, which is shared with the graphics area. Moving to
the lower text area will eliminate this noise.
2. When the upper text area is used it is only possible to use the
lower graphics modes. The lower text area permits all graphics modes
to be used.
168
22.3.2 Graphics Space
Memory can be added in the graphics area from #8400 up to #9800,
providing a total of 6K of graphics memory. This will make the higher
graphics modes available, or can be used for programs in the graphics
space.
22.4 Versatile Interface Adapter
A Versatile Interface Adapter, or VIA, can be added to the ATOM to
provide two eight-bit parallel I/O ports, together with four control
lines, a pair of interval timers for providing real time interrupts,
and a serial to parallel or parallel to serial shift register. Both
eight-bit ports and the control lines are connected to side B of the
Acorn Bus connector.
Each of the 16 lines can be individually programmed to act as
either an input or an output. The two additional control lines per
port can be used to control handshaking of data via the port, and to
provide interrupts. Several of the lines can be controlled directly
from the interval timers for generating programmable frequency square
waves or for counting externally generated pulses. Only the most basic
use of the VIA will be explained here; for more of its functions
consult the VIA data sheet (available from Acorn Computers). The VIA
registers occur in the following memory addresses:
Register: Address: Name:
Data Register B #B800 DB
Data Register A #B801 DA
Data Direction Register B #B802 DDRB
Data Direction Register A #B803 DDRA
Timer 1 low counter, latch #B804 T1CL
Timer 1 high counter #B805 T1CH
Timer 1 low latch #B806 T1LL
Timer 1 high latch #B807 T1LH
Timer 2 low counter, latch #B808 T2CL
Timer 2 high counter #B809 T2CH
Shift Register #B80A SR
Auxiliary Control Register #B80B ACR
Peripheral Control Register #B80C PCR
Interrupt Flag Register #B80D IFR
Interrupt Enable Register #B80E IER
Data Register A #B80F DA
On BREAK all registers of the VIA are reset to 0 (except Tl, T2 and
SR). This places all peripheral lines in the input state, disables the
timers, shift register, etc. and disables interrupts.
22.4.1 Printer Interface
Port A has a high current output buffer leading to a 26-way printer
connector to produce a Centronics-type parallel interface, capable of
driving most parallel-interface printers with the software already in
the operating system. Printer output is enabled by printing a CTRL-B
character, and disabled by printing a CTRL-C character; see Section
18.1.3.
22.4.2 Parallel Input/Output
To use the ports in a simple I/O mode with no handshake, the Data
Direction Register associated with each I/O register must _ be
programmed. A byte is written to each of the DDR's to specify which
lines are to be inputs and outputs. A zero in a DDR bit causes the
169
corresponding bit in the I/O register to act as an input, while a one
causes the line to act as an output. Writing to the data register (DA
or DB) will affect only the bits which have been programmed as
outputs, while reading from the data register will produce a byte
composed of the current status of both input and output lines.
In order to use the printer port for ordinary I/0, the printer
software driver should be removed from the output stream by setting
the vector WRCVEC (address #208) to WRCVEC+3; e.g.:
!#208=!#208+3
22.4.3 Writing to a Port
The following program illustrates how to write to one of the VIA's
output ports from a BASIC program:
10 !#208=!#208+3
20 ?#B80C=0
30 ?#B802=#FF
40 INPUT J
50 ?#B800=d
60 GOTO 40
Description of Program:
10 Remove printer drive from port B.
20 Remove all handshaking.
30 Program all lines as outputs.
50 Output byte.
22.4.4 Timing to 1 Microsecond
The following program demonstrates how the VIA's timer 2 can be used
to measure the execution-time of different BASIC statements to the
nearest microsecond. The same method could be used to time events
signalled by an input to one of the ports:
10 REM Microsecond Timer
20 B=#B808
30 !B=65535
40 X=Y
50 B?3=32; Q=!B&#FFFF
60 PRINT 65535-Q-1755 "MICROSECONDS"'
70 END
Description of Program:
20 Point to timer 2 in VIA.
30 Set timer to maximum count.
40 Line to be timed; if absent, time should be 0.
50 Turn off timer; read current count.
60 Print time, allowing for time taken to read count.
170
2 3 Mnemonic Assembler
The ATOM mnemonic assembler is a full 6502 assembler; by virtue of its
close relationship with the BASIC interpreter the mnemonic assembler
provides many facilities found only on assemblers for much larger
computers, including conditional assembly and macros.
23.1 Location Counter — P
The assembler uses the BASIC variable P as a location counter to
specify the next free address of the program being assembled. Before
running the assembler P should be set to the address of a free area of
memory. This will normally be the free space above the program, and
may be conveniently done with the statement:
DIM P(-1)
which sets P to the address of the first free location in memory after
the program, effectively reserving zero bytes for it. Note that P
should be the last variable dimensioned.
The location counter may also appear in the operand field of
instructions. For example:
LDX @0
DEX
BNE P-1
RTS
will cause a branch back to the DEX instruction. The program gives a
1279-cycle delay.
23.2 Assembler Delimiters '[' and ']'.
All assembler statements are enclosed inside square brackets '[' and
']'. When RUN is typed each assembler statement is assembled, the
assembled code is inserted directly in memory at the address specified
by P, the value of P is incremented by the number of bytes in the
instruction, and a line of the assembler listing is printed out. A
typical line of the listing might be:
120 2A31 6D 34 12 :LL1 ADC #1234
t
mnemonic statement
assembler label
instruction data/address
instruction op code
location counter
statement line number.
Note that '#' denotes a hexadecimal number.
23.3 Labels
Any of the array variables AA-ZZ may be used as labels in the
assembler. The label is specified by preceding the array element by a
171
colon ':'. Note that the brackets enclosing the array subscript may be
omitted. The labels must be declared in a DIM statement.
The effect of a label is to assign the value of the location
counter, P, at that point to the label variable. The label can then be
used aS an argument in instructions. For example the following program
will assemble a branch back to the DEX instruction::
10 DIM Z22(2),P(-1)
20[
30 LDX @0
40:22Z1 DEX
50 BNE 221
60 RTS
70]
80 END
23.4 Comments
Assembler instructions may be followed by a comment, separated from
the instruction by a space:
101 LDA @7 bell character
Alternatively a statement may start with a '\' backslash, in which
case the remainder of the statement is ignored:
112 \ routine to multiply two bytes
23.5 Backward References
When an assembler program is assembled, by typing RUN, backward
references are resolved automatically the first time the assembler is
RUN, because the associated labels receive their values before their
value is needed by the instruction.
23.6 Forward References
In a forward reference the label appears as the argument to an
instruction before its value is known. Therefore two passes of the
assembler are required; one to assign the correct value to the label,
and the second to use that value to generate the correct instruction
codes.
On the first pass through the assembler branches containing
forward references will give the warning message:
OUT OF RANGE:
indicating that a second pass is needed. The second byte of the branch
will be set to zero.
23.7 Two-Pass Assembly
A two-pass assembly can be achieved simply by typing RUN twice before
executing the machine code program. Alternatively it is possible to
make the two-pass assembly occur automatically by incorporating the
statements to be assembled within a FOR...NEXT loop. The following
program assembles instructions to perform a two-byte increment:
10 REM Two-Pass Assembly
20 DIM M(3),JJ(2)
30 FOR N=1 TO 2
40 PRINT '"PASS "N
50 DIM P(-1)
55[
60:JJ0 INC M
172
70 BNE JJ1
80 INC M+1
90:JJ1 RTS
100]
110 NEXT N
120 INPUT L
130 !M=L
140 LINK JJ0
150 P. &!M
160 END
Note that the statement DIM P(-1) is enclosed within the loop so that
P is reset to the correct value at the start of each pass.
The listing produced by this program is as follows; note that the
first pass is unable to resolve the reference to JJ1 in the
instruction of line 70:
PASS 1
55 29DE
60 29DE EE CE 29 :JJO0 INC M
OUT OF RANGE:
70 29E1 DO 00 BNE JJ1
80 29E3 EE CF 29 INC Mtl
90 29E6 60 :JJ1 RTS
PASS 2
55 29DE
60 29DE EE CE 29 :JJ0 INC M
70 29E1 DO 03 BNE JJ1
80 29E3 EE CF 29 INC Mtl
90 29E6 60 :JJ1 RTS
23.8 Suppression of Assembly Listing
The assembly listing may be suppressed by disabling the output stream
with a NAK character, and enabling it again with an ACK at the end of
the assembly. The codes for NAK and ACK are 21 and 6 respectively. The
following program assembles instructions to print an "X" using a call
to the operating-system write-character routine, OSWRCH at #FFF4:
10 REM Turn off Assembly Listing
20 DIM P(-1)
30 PRINT $21; REM TURN OFF
40[LDA @#58; JSR #FFF4; RTS; ]
50 PRINT $6 ; REM TURN ON
60 LINK TOP
70 END
23.9 Executing Programs
The LINK statement should be used to transfer control from a BASIC
program to a machine-code program. The operation of the LINK statement
is as follows:
1. The low-order bytes of the BASIC variables A, X, and Y are
transferred to the A, X, and Y registers respectively.
2. Control is transferred to the address given after the LINK
statement.
The argument to the LINK statement will normally either be TOP,
when no arrays have been declared in the space after the program, or a
173
label corresponding to the entry-point in the assembler program (which
need not be the first instruction in the program). For examples see
the example programs in this chapter, and in Chapter 17.
23.10 Breakpoints
During debugging of a machine-code program it may be convenient to
discover whether sections of the program are being executed. A
convenient way to do this is to insert breakpoints in the program. The
BRK instruction (op-code 000) is used as a breakpoint, and execution
of this instruction will return control to the system, with the
message:
ERROR XX LINE LL
where XX is two greater than the lower byte of the program counter, in
decimal, where the BRK occurred, and the line number is the last BASIC
line executed before the BRK occurred. Any number of BRK instructions
may be inserted, and the value of the program counter in the ERROR
message will indicate which one caused the break.
To provide more information on each BRK, such as the contents of
all the processor's registers, the break vector can be altered to
indirect control to a user routine, as shown in the following section.
23.10.1 Breakpoint Routine
The BRK instruction can be used to show which parts of a machine-code
routine are being executed. By adding a small assembler program it is
possible to keep a record of the register contents when the BRK
occurred, and, if required, print these out.
The memory locations #202 and #203 contain the address to which
control is transferred on a BRK instruction. This address can be
redefined to point to a routine which will save the register contents
in a vector K. The registers are saved as follows:
abel [= [= [eT
K:0 1 2 3 4 5 6
After the registers have been saved in the vector K, the routine jumps
to the standard BRK handler, the address previously in locations #202
and #203:
10 REM Print Registers on BRK
30 DIM K(6),AA(1),A(8),P(-1)
35 B=?#202+256*?#203
40 ?16=A;?17=A&#FFFF/256;SA="GOTO150"
45[
50:AA0 STA K+2; STX K+3
60 PLA; STA K+6; PLA; STA K
80 PLA; STA K+1
90 STY K+4; TSX; STX K+5
100 JMP B
110)
120 REM INSTALL BRK ROUTINE
130 ?#202=AA0; ?#203=AAQO&#FFFF/256
135 GOTO 200
140 REM PRINT REGISTERS
150 @=5
160 PRINT" PC A X Y § Pp"!
170 PRINTS !K&#FFFF-2 ; FORN=2T06
174
175 @=3
180 PRINT&K?N;N.
190 PRINT'; END
200 REM DEMONSTRATE USE
210[
220:AA1 LDA @#12; LDX @#34
230 LDY @#56; BRK
240]
250 REM EXECUTE TEST PROGRAM
260 LINK AA1
Description of Program:
30 Declare vectors and array
35 Set B to BRK handler address
40 Point error line handler to "GOTO 150"
50-100 Assemble code to save registers in vector K
130 Point BRK handler to register-save routine.
150-190 Print out vector K, with heading.
220-240 Assemble test program to give a BRK
260 Execute test program.
Variables:
SA — String to contain BASIC line.
AA(0..1) — Labels for assembler routines.
AAO — Entry point to routine to save registers in vector kK.
AA1 — Entry point to test program.
B — Address of BRK routine.
K?0..6 — Vector to hold registers on BRK.
If this program is compiled, the following will be printed out after
the assembler listing:
PC A X Y S P
2B60 12 34 56 FD 35
23.11 Conditional Assembly
The simplest facility is conditional assembly; the assembler source
text can contain tests, and assemble different statements depending on
the outcome of these tests. This is especially useful where slightly
different versions of a program are needed for many different
purposes. Rather than creating a different source file for each
different version, a single variable can determine the changes using
conditional assembly. For example, two printers are driven from a
parallel port. They differ as follows:
1. The first printer needs a 12 microsecond strobe, and true data.
2. The second printer needs an 8 microsecond strobe and inverted data.
The variable V is used to denote the version number (1 or 2). H
contains the address of the 8-bit output port, and the top bit of
location H+l is the strobe bit; D is the address of the data to be
output.
10 DIM P(-1)
20 H=#B800; D=#80
300[ LDA D;]
310 IF V=2 [ EOR #FF invert; ]
320[ STA H to port
330 LDA @#80
340 STA H+1
360 NOP strobe delay; ]
175
370 IF V=1 [ NOP; NOP extra delay; ]
380[ LDA @0
390 STA H+1
400]
410 END
If this segment of the program is first executed with V=1 the
assembled code is as required for printer 1:
>V=1; RUN
300 29BB A5 80 LDA D
320 29BD 8D 00 B8 STA H to port
330 29C0 AY 80 LDA @#80
340 29C2 8D 01 B8 STA H+1
360 29C5 EA NOP strobe delay
370 29C6 EA NOP
370 29C7 EA NOP extra delay
380 29C8 A9 00 LDA @0
390 29CA 8D 01 B8 STA H+t1
Extra NOP instructions have been inserted to give the required strobe
delay. If now the program is executed with V=2 the code generated is
suitable for printer 2:
>V=2; RUN
300 29BB A5 80 LDA D
310 29BD 45 FF EOR #FF invert
320 29BF SD 00 BS STA H to port
330 29C2 AI 80 LDA @#80
340 29C4 8D 01 BS’ STA H+t1
360 29C7 EA NOP strobe delay
380 29C8 AI 00 LDA @0
390 29CA 8D 01 B8 STA H+t1
An instruction to invert the data has been added before writing it to
the port.
Conditional assembly is also useful for the insertion of extra
instructions to print out intermediate values during debugging; these
statements will be removed when the program is finally assembled. To
do this a logical variable, D in the following example, is given the
value 1 (true) during debugging and the value 0 (false) otherwise. If
D=1 a routine to print the value of the accumulator in hex is
assembled, and calls to this routine are inserted at two relevant
points in the test program:
10 REM Print Hex Digits
20 DIM GG(3),P(-1)
30 IF D=0 GOTO m
50[
55 \ print hex digit
60:GG1 AND @#F
70 CMP @#A; BCC P+4
80 ADC @6; ADC @#30
90 JMP #FFF4
95 \ print A in hex
100:GG2 PHA; PHA; LSRA; LSRA
110 LSRA; LSRA; JSR GGl
120 PLA; JSR GGl; PLA; RTS
130]
140mREM main program
176
150[
170:GGO CLC; ADC @#40;]
190 IF D [ JSR GG2;]
200[
210 BEQ GG3; SBC @#10;]
220 IF D [ JSR GG2;]
230[
240:GG3 RTS; ]
250 END
For debugging purposes this program is assembled by typing:
>D=1
>RUN
>RUN
The program can then be executed for various values of A by typing:
A=#12; LINK GGO
The final version of the program is assembled, without the debugging
aids, by typing:
>D=0
>RUN
>RUN
23.12 Macros
Macros permit a name to be associated with a number of assembler
instructions. This name can then be used as an abbreviation for those
instructions; whenever the macro is called, the effect is as if the
corresponding lines of assembler had been inserted at that point.
In their simplest form macros just save typing. For example, the
sequence:
LSR A; LSR A; LSR A; LSRA
occurs frequently in assembler programs (to shift the upper nibble of
the accumulator into the lower nibble), but it is not worth making the
instructions into a subroutine. A macro, with the name s in the
following example, can be set up as follows:
1000s[LSR A; LSR A; LSR A; LSR A;]
1010 RETURN
Then the above four instructions can be replaced by the following call
to the macro s:
GOSUB s
23.12.1 Macro Parameters
The great power of macros lies in the ability to pass parameters to
them so that the assembler lines they generate will be determined by
the values of the parameters.
The simplest type of parameter would simply be an address; for
example, the macro r below will rotate right any location, zero page
or absolute, whose address is passed over in L:
2000r[ROR L: ROR L; ROR L; ROR L:]
2010 RETURN
A typical call in a program might be:
L=#80; GOSUB r
177
The following program illustrates the use of two macros. Macro i
increments a 16-bit number in locations J and J+1l. Macro c performs an
unsigned compare between two 16-bit numbers in J,J+1 and K,K+l. The
program uses these two macros to move a block of memory from one
starting address to a lower starting address.
10 REM Block Move
20 DIM LL(2),P(100)
30 F=#80; L=#82; T=#84
40[:LLO LDY @0
45:LL1 LDA (F),Y; STA (T),Y;]
50 J=T; GOSUB i
60 J=F; GOSUB i
70 K=L; GOSUB c
80[ BNE LL1; RTS;]
90
100 REM TRY IT OUT
110 REM F=first address
112 REM L=last address
114 REM T=address moved to (T<F)
120 !F=#500; !L=#800; !T=#400
130 LINK LLO
140 END
8000
8100 REM MACRO - INC J,J+1
8105i[INC J; BNE P+4+(J>254)&1
8110 INC J+1;]
8120 RETURN
8130
8140 REM MACRO - CMP J,J+1 WITH K,Kt1l
8145c[LDA J+1; CMP K+1
8150 BNE P+6+(J>255)&1+(K>255)&1
8160 LDA J; CMP K;]
8170 RETURN
Note that both macros are designed to work whether J and K are
absolute addresses or zero-page addresses; to avoid the need for
labels in these macros they test for the size of the address, and
generate the correct argument for the branch instruction. The
expression:
(J>255)&1
has the value 1 if J is greater than 255, and the value 0 if J is 255
or less.
23.12.2 In-Line Assembly
In critical sections of programs, where speed is important, it may be
necessary to code repetitative calculations by actually repeating the
instructions as many times as necessary, rather than using a loop,
thereby avoiding the overhead associated with the loop calculations.
The following macro compiles a routine to multiply a 7-bit number in
the A register by a fractional constant between 0/256 and 255/256. The
numerator of the constant is passed to the macro in C:
1 REM Fractional Multiplication
5 J=#80; DIM P(-1)
10 C=#AA
20 GOSUBm
30 [STA J;RTS;]
178
40 INPUT A
50 LINK TOP
60 P.&A,&?T
70 END
2000mREM macro - multiply by constant
2010 REM A = A * C/256
2020 REM uses J
2030 B=#80
2040 [STA J;LDA @0;]
2050 DO [LSR J;]
2060 IF C&B<>0 [CLC;ADC J;]
2070 C=(C*2)&#FF; UNTIL C=0
2080 RETURN
The macro is tested with C=#AA.
be:
2040 2A42 85 80 STA J
2040 2A44 A9 00 LDA 00
2050 2A46 46 80 LSR J
2060 2A48 18 CLC
2060 2A49 65 80 ADC J
2070 2A4B 46 80 LSR J
2070 2A4D 46 80 LSR J
2060 2A4F 18 CLC
2060 2A50 65 80 ADC J
2070 2A52 46 80 LSR J
2070 2A54 46 80 LSR J
2060 2A56 18 CLC
2060 2A57 65 80 ADC J
2070 2A59 46 80 LSR J
2070 2A5B 46 80 LSR J
2060 2A5D 18 CLC
2060 2A5E 65 80 ADC J
2080 2A60 85 80 STA J
2080 2A62 60 RTS
In this case the code produced will
179
180
2 4 Assembler Mnemonics
The following section lists all the instruction mnemonics in
alphabetical order. Each instruction is accompanied by a description
of the instruction, a symbolic representation of the action performed
by the instruction, a diagram showing the status-register flags
affected by the instruction, and a list of the permitted addressing
modes for the instruction.
The following symbols are used in this section:
Symbol: Definition:
+ Addition
- Subtraction
& Logical AND
N Logical OR
Logical Exclusive-OR
Push onto hardware stack
Pull from hardware stack
>
= Assignment
M Memory location
(PC+1) Contents of location after op-code
@ Immediate addressing mode
= No change to flag
% Change to flag
1 Set
0 Cleared
A Accumulator
xX X Index Register
Y Y Index Register
PC Program Counter
PCH Low byte of Program Counter
PCL High byte of Program Counter
ADC Add memory to accumulator with carry ADC
A,C=A+M+C N2ZcCIODV
$%SS-~-~ %
Addressing Assembler Format Bytes Cycles
Immediate ..... ADC @ Oper 2 2
Zero Page ..... ADC Oper 2 3
Zero Page,X ... ADC Oper ,X 2 4
Absolute ...... ADC Oper 3 4
Absolute,X .... ADC Oper ,X 3 4*
Absolute,Y .... ADC Oper,Y 3 4*
(Indirect,X) .. ADC (Oper ,X) 2 6
(Indirect),Y .. ADC (Oper) ,Y 2 5*
* Add 1 if page boundary crossed.
181
AND
A=A&M
ASL
AND memory with accumulator
Addressing
Immediate
zero Page
Zero Page,X
Absolute
Absolute,X
Absolute,Y
(Indirect ,X)
(Indirect),Y ..
* Add 1 if page
Arithmetic shift left one bit (memory or accumulator)
Assembler Format
-. AND @ Oper
-. AND Oper
-. AND Oper,X
-. AND Oper
AND Oper,X
AND Oper,Y
-.- AND (Oper ,X)
AND (Oper) ,Y
boundary crossed.
oC CERERRE ES.
BCC
Branch
BCS
Branch
BEQ
Branch
182
Addressing
Accumulator
zero Page
Zero Page,X
Absolute
Absolute,X
Assembler Format
-.. ASL A
-. ASL Oper
--.- ASL Oper,X
-. ASL Oper
eee. ASL Oper,X
Branch if Carry Clear
if c=0
Addressing
Relative
-- BCC
Assembler Format
Oper
Bytes
Bytes
Bytes
* Add 1 if branch is to different page
Branch if Carry Set
if C=1
Addressing
Relative
-- BCS
Assembler Format
Oper
Bytes
* Add 1 if branch is to different page
Branch if Carry Set
if Z=1
Addressing
Relative
-- BEQ
Assembler Format
Oper
Bytes
* Add 1 if branch is to different page
NNWWWNDN DY
WWNHNEFH
2
2
2
ASL
do
oe N
oe
UH
Lo
t<
Cycles
SNOW UIN
BIT
Test bits in memory with accumulator
A&M, N=M7, V=M6
Bit 6 and 7 are transferred to the status register.
A&M is
BMI
Branch
BNE
Branch
BPL
Branch
BRK
Forced
BCC
Branch
BVC
Branch
zero then Z=1, otherwise Z=0.
Addressing Assembler Format Bytes
Zero Page ..... BIT Oper
Absolute ...... BIT Oper
Branch if result Minus
if N=1
Addressing Assembler Format Bytes
Relative ...... BMI Oper
* Add 1 if branch is to different page
Branch if result Not Equal to zero
if z=0
Addressing Assembler Format Bytes
Relative ...... BNE Oper
* Add 1 if branch is to different page
Branch if result Plus
if N=0
Addressing Assembler Format Bytes
Relative ...... BEQ Oper
* Add 1 if branch is to different page
Force Break
interrupt; PC+2 ! P !
Addressing Assembler Format Bytes
Implied ....... BRK Oper
2
3
2
2
2
1
BIT
NZcCIODV
M7% S-~ ~M6
If the result of
Cycles
3
4
Cycles
Cycles
Cycles
Cycles
A BRK command cannot be masked by setting I.
Branch if Carry Clear
if c=0
Addressing Assembler Format Bytes
Relative ...... BCC Oper
* Add 1 if branch is to different page
Branch if Overflow Clear
if v=0
Addressing Assembler Format Bytes
Relative ...... BVC Oper
* Add 1 if branch is to different page
2
2
Cycles
3*
BRK
Nec r pv
$S$%e~~~
BCC
183
BVS
Branch if Overflow Set
Branch if Z=1
CLC
CLD
CLI
I=0
CLV
v=0
CMP
A-M
CPX
X-M
184
Addressing
Relative .....
BVS
Assembler Format
Oper
Bytes
* Add 1 if branch is to different page
Clear Carry flag
Addressing
Implied ......
Clear Decimal mode
Addressing
Implied ......
CLC
CLC
Assembler Format
Assembler Format
Clear Interrupt disable bit
Addressing
Implied ......
CLI
Clear Overflow flag
Addressing
Implied ......
CLV
Assembler Format
Assembler Format
Compare memory and accumulator
Addressing
Immediate ....
Zero Page ....
Zero Page,X ..
Absolute .....
Absolute,X ...
Absolute,Y ...
(Indirect,X) .
(Indirect),Y .
* Add 1 if page
Compare memory and
Addressing
Immediate ....
Zero Page ....
Absolute .....
CMP @
CMP
CMP
CMP
CMP
CMP
CMP
CMP
boundary crossed.
index register X
CPX @
Assembler Format
Oper
Oper
Oper,X
Oper
Oper,X
Oper,Y
(Oper ,X)
(Oper) ,¥
Assembler Format
Oper
Oper
Oper
Bytes
Bytes
Bytes
Bytes
Bytes
Bytes
2
NNWWWNNDN ND
2
2
3
Cycles
Cycles
Cycles
Cycles
Cycles
Cycles
Cycles
3*
mWN
CLC
Noe CO L- Dev
$%0-~-~-
CLD
Cad
oo N
Qa
H
Oo
<
oo A
oo N
io)
H
is)
<
oo A
oo N
ao)
UH
Lo
od
CMP
de
oo N
Qa
H
iw]
<
CPY Compare memory and index register Y CPY
X-M NZcCIODWV
$3 S~-~ ~~
Addressing Assembler Format Bytes Cycles
Immediate ..... CPY @ Oper 2 2
Zero Page ..... CPY Oper 2 3
Absolute ...... CPY Oper 3 4
DEC Decrement memory by one DEC
M=M-1 NZcCIODWV
BRS
Addressing Assembler Format Bytes Cycles
Zero Page ..... CMP Oper 2 5
Zero Page,X ... CMP Oper,X 2 6
Absolute ...... CMP Oper 3 6
Absolute,X .... CMP Oper ,X 3 7
DEX Decrement index register X by one DEX
X=X-1 NZcCIODWV
BSE ee ee
Addressing Assembler Format Bytes Cycles
Implied ....... DEX 1 2
DEY Decrement index register Y by one DEY
Y=Y-1 NZcCIODV
SS ROS Se
Addressing Assembler Format Bytes Cycles
Implied ....... CLI 1 2
EOR Exclusive-OR memory with accumulator EOR
A=A:M NZcCIODV
$S~ ~~~
Addressing Assembler Format Bytes Cycles
Immediate ..... EOR @ Oper 2 2
Zero Page ..... EOR Oper 2 3
Zero Page,X ... EOR Oper,X 2 4
Absolute ...... EOR Oper 3 4
Absolute,X .... EOR Oper ,X 3 4*
Absolute,Y .... EOR Oper,Y 3 4*
(Indirect,X) .. EOR (Oper ,X) 2 6
(Indirect),Y .. EOR (Oper) ,Y 2 5*
* Add 1 if page boundary crossed.
INC Increment memory by one INC
M=M+1 NZCIODV
BS,
Addressing Assembler Format Bytes Cycles
Zero Page ..... INC Oper 2 5
Zero Page,X ... INC Oper,X 2 6
Absolute ...... INC Oper 3 6
Absolute,X .... INC Oper ,X 3 vi
185
INX Increment index register X by one
X=X+1
Addressing Assembler Format Bytes
Implied ....... INX 1
INY Increment index register Y by one
X=X+1
Addressing Assembler Format Bytes
Implied ....... INY 1
JMP Jump to new location
PCL=(PC+1), PCH=(PC+2)
Addressing Assembler Format Bytes
Absolute ...... JMP Oper 3
Indirect ...... JMP (Oper ) 3
JSR Jump to Subroutine saving return address
PC+2 PCL=(PC+1), PCH=(PC+2)
Addressing Assembler Format Bytes
Absolute ...... JSR Oper 3
LDA Load accumulator with memory
A=M
Addressing Assembler Format Bytes
Immediate ..... LDA @ Oper 2
Zero Page ..... LDA Oper 2
Zero Page,X ... LDA Oper,X 2
Absolute ...... LDA Oper 3
Absolute,X .... LDA Oper ,X 3
Absolute,Y .... LDA Oper,Y 3
(Indirect,X) .. LDA (Oper ,X) 2
(Indirect),Y .. LDA (Oper) ,Y 2
* Add 1 if page boundary crossed.
LDX Load index register X with memory
X=M
Addressing Assembler Format Bytes
Immediate ..... LDX @ Oper 2
Zero Page ..... LDX Oper 2
Zero Page,Y ... LDX Oper,Y 2
Absolute ...... LDX Oper 3
Absolute,Y .... LDX Oper,Y 3
186
* Add 1 if page boundary crossed.
Cycles
Cycles
Cycles
Cycles
Cycles
U1 WW
INX
DV
oe
oo N
a
H
INY
oe
oo N
a
H
oe
oo N
Qa
H
LDY
Y=M
LSR
Load index register Y with memory
Addressing
Immediate ..
Zero Page ..
Zero Page,X
Absolute
Absolute,X .
* Add 1 if page boundary crossed.
Assembler Format
-.. LDY @ Oper
--. LDY Oper
-.. LDY Oper,X
-.. LDY Oper
--. LDY Oper ,X
Bytes
WWNHNND
Logical shift right one bit (memory or accumulator)
5 alee ale see
NOP
ORA
A=ah\M
PHA
PHP
Addressing
Accumulator
Zero Page ..
Zero Page,X
Absolute
Absolute,X .
No Operation
Addressing
Implied
Assembler Format
-.-. LSR A
--. LSR Oper
--.- LSR Oper,X
-.-. LSR Oper
--.- LSR Oper,X
Assembler Format
NOP
Load accumulator with memory
Addressing
Immediate ..
Zero Page ..
Zero Page,X
Absolute
Absolute,X .
Absolute,Y .
(Indirect ,X)
(Indirect),Y ..
* Add 1 if page
Assembler Format
-..- ORA @ Oper
--.- ORA Oper
-..- ORA Oper,X
-.. ORA Oper
--.- ORA Oper ,X
-..- ORA Oper,Y
-- ORA (Oper ,X)
ORA (Oper) ,Y
Push Accumulator to stack
Addressing
Implied
Assembler Format
PHA
Push Processor status to stack
Addressing
Implied
Assembler Format
boundary crossed.
Bytes
Bytes
Bytes
Bytes
Bytes
WWNHNEFH
NNWWWNNDN ND
Cycles
SNOW UIN
LDY
LSR
cIDV
S-~
187
PLA
PLP
ROL
ROR
Pull Accumulator from stack
Addressing Assembler Format
Implied ....... PH
Pull Processor status from stack
Addressing Assembler Format
Implied ....... PH
Bytes
Rotate Left one bit (memory or accumulator)
pee ie)
Addressing Assembler Format
Accumulator ... ROL A
Zero Page ..... ROL Oper
Zero Page,X ... ROL Oper,X
Absolute ...... ROL Oper
Absolute,X .... ROL Oper,X
Rotate right one bit (memory or accumulator)
gel eg CGEBDEROS
RTI
P* PC*
RTS
P* PC*
188
Addressing Assembler Format
Accumulator ... ROR A
Zero Page ..... ROR Oper
Zero Page,X ... ROR Oper ,X
Absolute ...... ROR Oper
Absolute,X .... ROR Oper,X
Return from Interrupt
Addressing Assembler Format
Implied ....... RTI
Return from Subroutine
Addressing Assembler Format
Implied ....... RTS
Bytes
Bytes
Bytes
Bytes
WWNHNEF
WWNHNEF
Cycles
4
Cycles
SNOW UIN
Cycles
SNOW UIN
Cycles
PLP
NZcCIODV
from stack
ROL
de
oo N
0°
UCLH
Lo
t<
ROR
do
oe N
oe
UH
Lo
t<
RTI
NZcCtIODV
From stack
SBC
Subtract memory from accumulator with carry
A,C=A-M-(C-1)
SEC
c=1
SED
D=1
I=1
STA
M=A
STX
M=X
Addressing Assembler Format
Immediate ..... SBC @ Oper
Zero Page ..... SBC Oper
Zero Page,X ... SBC Oper,X
Absolute ...... SBC Oper
Absolute,X .... SBC Oper,X
Absolute,Y .... SBC Oper,Y
(Indirect,X) .. SBC (Oper ,X)
(Indirect),Y .. SBC (Oper) ,Y
* Add 1 if page boundary crossed.
Set Carry flag
Addressing Assembler Format
Implied ....... CLC
Set Decimal mode
Addressing Assembler Format
Implied ....... CLC
Set Interrupt disable bit
Addressing Assembler Format
Implied ....... CLI
Store accumulator in memory
Addressing Assembler Format
Zero Page ..... STA Oper
Zero Page,X ... STA Oper,X
Absolute ...... STA Oper
Absolute,X .... STA Oper,X
Absolute,Y .... STA Oper,Y
(Indirect,X) .. STA (Oper ,X)
(Indirect),Y .. STA (Oper) ,Y
* Add 1 if page boundary crossed.
Store index register X in memory
Addressing Assembler Format
Zero Page ..... STX Oper
Zero Page,Y ... STX Oper,Y
Absolute ...... STX Oper
Bytes
Bytes
Bytes
Bytes
Bytes
Bytes
NNWWWNDN ND
NNWWWNDN ND
WNND
Cycles
Cycles
Cycles
DnNUUS BW
SEC
NZCIDV
$%$1l-~-~-~
SED
do
oo N
Qa
H
iw]
<
oo A
oo N
Qa
H
1s)
<
189
STY
M=Y
TAX
X=A
TAY
Y=A
TSX
TXA
A=X
S=X
A=Y
190
Store index register Y in memory
Addressing
Zero Page .....
Zero Page,X ...
Absolute
STY
STY
STY
Assembler Format
Oper
Oper ,X
Oper
Bytes
Transfer Accumulator to index register X
Addressing
Implied
TAX
Assembler Format
Bytes
Transfer Accumulator to index register Y
Addressing
Implied
Transfer Stack pointer to index register X
Addressing
Implied
TAY
TSX
Assembler Format
Assembler Format
Bytes
Bytes
Transfer index register X to Accumulator
Addressing
Implied
Transfer index register X to stack pointer
Addressing
Implied
TXA
TXS
Assembler Format
Assembler Format
Bytes
Bytes
Transfer index register Y to Accumulator
Addressing
Implied
TYA
Assembler Format
Bytes
2
2
3
1
1
af
dL
1
1
Cycles
Cycles
Cycles
2
Cycles
Cycles
Cycles
Cycles
& PW
TAX
NZCIDV
S%~~~~
TAY
NZCIDV
$%~~~~
TSX
N22 ern Vv
S%~~~~
TXA
NZCIDV
$%~~~~
TXS
N2¢ 1D Vv
$%~~~~
TYA
NZ C 1D ye
e%~~~~
9 G Operating System
Routines and Addresses
25.1 Input/Output Routines
The ATOM operating system contains several routines which can be
called by user programs to provide input and output facilities. The
routines are defined so that they are compatible with the other Acorn
operating systems; in particular, if the ATOM is expanded to include a
Disk Operating System the same routines will automatically function
with the disk.
OSCLI Command line interpreter
This subroutine interprets a string of characters at address #0100 and
terminated by carriage return as an operating system command. Detected
errors are met with a BRK. All processor registers are used, and the
decimal-mode flag is set to binary on exit.
OSWRCH Write character
This subroutine sends the byte in the accumulator to the output
channel. Control characters are normally recognised as detailed in
Section 18.1.3. All registers are preserved.
OSCRLF Carriage return -- line feed
This subroutine generates a line feed followed by a carriage return
using OSWRCH. On exit A will contain #0D, N and Z will be 0, and all
other registers are preserved.
OSECHO Read character with echo
This subroutine reads a byte using OSRDCH and then writes it out using
OSWRCH. The routine converts carriage returns to a line feed followed
by a carriage return. On exit A will contain the byte read, N, Z, and
C are undefined, and all other registers are preserved.
OSRDCH Read character
This subroutine reads a byte from the input channel and returns it in
A. The state of N, Z, and C is undefined; all other registers are
preserved.
OSLOAD Load file
This subroutine loads a complete file into a specified area of memory.
On entry X must point to the following data in zero page:
X+0 address of string of characters, terminated by #0D, which is the
file name.
X+2 Address in memory of the first byte of the destination.
X+4 Flag byte: if bit 7 = 0 use the file's start address.
All processor registers are used. A break will occur if the file
cannot be found. In interrupt or DMA driven systems a wait until
completion should be performed if the carry flag was set on entry.
191
OSSAVE Save file
This subroutine saves all of an area of memory to a specified file. On
entry X must point to the following data in zero page:
X+0 Address of string of characters, terminated by #0D, which is the
file name.
X+2 Address for data to be reloaded to.
X+4 Execution address if data is to be executed
X+6 Start address of data in memory
X+8 End address + 1 of data in memory
The data is copied by the operating system without being altered. All
registers are used. In interrupt or DMA driven operating systems a
wait until completion should be performed if the carry flag was set on
entry. A break will occur if no storage space large enough can be
found.
OSBPUT Put byte
This subroutine outputs the byte in the accumulator to a sequential
write file. Registers X and Y are saved. In the ATOM operating system
interrupts are disabled during OSBPUT but interrupt status is restored
on exit. In the Disk Operating System the file's sequential file
pointer will be incremented after the byte has been saved.
OSBGET Get byte
The subroutine returns, in A, the next byte from a sequential read
file. Registers X and Y are retained. In the ATOM operating system
interrupts are disabled during OSBGET but interrupt status is restored
on exit. In the Disk Operating System the file's sequential file
pointer will be incremented after the byte has been read.
OSFIND Find file
This subroutine returns, in A, a ‘'handle' for a file. The X register
points to zero page locations containing the address of the first
character of the file name; the file name is terminated by a #0D byte.
The 'handle' is zero if the file does not exist; otherwise it is a
byte uniquely specifying the file. If the file is to be used for
sequential input the carry should be set, or if for sequential output
the carry should be clear. In the ATOM operating system the file
handle is set to 13, and the message "PLAY TAPE" or "RECORD TAPE" is
produced. In the Disk Operating System the file's sequential pointer
is set to zero.
OSSHUT Shut file
This subroutine removes a reference to a file whose handle is in the Y
register. If a handle of zero is supplied, all files are shut. In the
ATOM operating system the call does nothing.
The following subroutines are not used in the cassette system, and
cause an error if called:
OSRDAR Read file's arguments
OSSTAR Store file's arguments
25.2 Operating System Calls
The following table gives the addresses of all the operating system
calls:
192
Address:
#FFCB
#FFCE
#FFD1
#FFD4
#FFD7
#FFDA
#FFDD
#FFEO
#FFE3
#FFE6
#FFE9
#FFEB
#FFED
#FFEF
#FFF2
#FFF4
#FFF7
Subroutine:
OSSHUT
OSFIND
OSBPUT
OSBGET
OSSTAR
OSRDAR
OSSAVE
OSLOAD
OSRDCH
OSECHO
OSASCI
OSCRLF
OSWRCH
OSCLI
Instruction:
JMP (SHTVEC)
JMP (FNDVEC)
JMP (BPTVEC)
JMP (BGTVEC)
JMP (STRVEC)
JMP (RDRVEC)
JMP (SAVVEC)
JMP (LODVEC)
JMP (RDCVEC)
JSR OSRDCH
CMP @#0D
BNE OSWRCH
LDA @#0A
JSR OSWRCH
LDA @#0D
JMP (WRCVEC)
JMP (COMVEC)
The operating system calls are all indirected via addresses held in
RAM, and
follows
Address:
#0200
#0202
#0204
#0206
#0208
#020A
#020C
#020E
#0210
#0212
#0214
#0216
#0218
#021A
these addresses
user-supplied routines.
Subroutine:
NMIVEC
BRKVEC
IRQVEC
COMVEC
WRCVEC
RDCVEC
LODVEC
SAVVEC
RDRVEC
STRVEC
BGTVEC
BPTVEC
FNDVEC
SHTVEC
may be
The addresses
Function:
NMI service routine
BRK service routine
IRQ service routine
Command line interpreter
Write character
are
Read character
Load file
Save file
Error
Error
Get byte from tape
Put byte to tape
Print message
Dummy
changed to the addresses of
initialised on reset as
A call to one of the routines OSRDAR or OSSTAR will cause the message:
COM?
to be output,
25.3 Interrupts
followed by a BRK.
The following action is taken on interrupts:
NMI
IRQ/BRQ
BRK
PHA
JMP
STA
PLA
PHA
AND
BNE
LDA
PHA
JMP
LDA
(NMIVEC )
#FF
@#10
BRK
#FF
which interrupt was it
(IRQVEC)
#FF
193
PLP
PHP
JMP (BRKVEC)
Note that the accumulator is pushed before the jump occurs.
25.4 Block Zero RAM Locations
Hexadecimal: Decimal:
#0 0
#1, #2 1,
#8 - #C 8 - 12
#10, #11 16, 17
#12 18
#00 - #6F 0-111
#70 - #7F 112 - 127
#80 - #AF 128 - 175
#BO -— #FF 176 - 255
#FE 254
#100 - #13F 256 - 319
#140 - #17F 320 - 383
#180 -— #1FF 384 - 511
#200 -— #21B 512 - 539
#21C - #23F 540 - 575
#240 - #3FF 576 - 1023
#3FE, #3FF 1022, 1023
Function:
Error number
BASIC line number.
Random number seed
Pointer to BASIC error handler
Text-space pointer
BASIC zero-page workspace
Floating-point workspace
Free
Cassette system workspace
Character not sent to printer
Input line buffer
String processing & INPUT statement buffer
Stack
Operating system vectors
Free
BASIC workspace
Address of point-plotting routine
25.5 Input/Output Port Allocations
The 8255 Programmable Peripheral Interface Adapter contains three
8-bit ports, and all but one of these lines is used by the ATOM.
Port A - #B000
Output bits: Function:
0 - 3 Keyboard row
4-7 Graphics mode
Port B - #B001
Input bits: Function:
0-5 Keyboard column
6 CTRL key (low when pressed)
7 SHIFT keys (low when pressed)
Port C - #B002
Output bits: Function:
0 Tape output
1 Enable 2.4 kHz to cassette output
2 Loudspeaker
3 Not used
Input bits: Function:
4 2.4 kHz input
5 Cassette input
6 REPT key (low when pressed)
7 60 Hz sync signal (low during flyback)
The port C output lines, bits 0 to 3, may be used for user
applications when the cassette interface is not being used.
194
25.6 Memory Map
The following diagram shows how the ATOM's address space is allocated.
Sections shown shaded are present in the minimal-system ATOM. The map
includes the addresses of devices on the Acorn cards, which may be
fitted inside the ATOM case.
#FFFF
Assembler
Cassette Operating
System
#F000
Optional
Disk-Operating System
#E000
Optional
Extension ROM
#D000
ATOM BASIC
Interpreter
#C000
Optional
VIA I/O Device for
Printer Interface
#B800
PPIA I/O Device
#B000
Optional
Utility ROM
#A000
195
#A000
#9800
|
Graphics Mode 4
#9000
#8C00
Graphics Mode 3
#8600
|
#8400
#8200
#8000
Off-Board
Extension ROM
#3C00
Extension Text
Space RAM
#3000- =
#2900
Floating-Point
Variables
#2800
Sequential File
Buffers
#2200
Catalogue Buffer
#2000
196
#2000
Peripherals
Space
#1000
#0A80
es —————— ———
VDU CRT Controller
#0800
#0400
tee
#0000
197
198
2 6 syntax Definition
This syntax definition is written in B.N.F., or Backus-Naur Form, with
some additions. In the places where a proper definition in B.N.F.
would be far too long, a description has been used. The rules are:
Things in triangular <> brackets are defined things, "syntactic
entities", everything else is itself
The ::= symbol is read as "is defined".
The | sign is read as OR: one of the alternatives must be true.
Concatenation of things is read as "followed by".
The * sign is read as "any number of".
The {} brackets allow concatenations to be grouped together.
26.1 BASIC Syntax Definition
26.1.1 Basic Symbols
1" #¢$%3$& ' ( )* +, -/012345 6 Qi otss =>?
DEFGHIJkKLMNO QORSTUVWXY bed fghigjgkl
mnopqrstuvwx z [| N) <> <= >= @@ AA BB CC CH DD DO EE FF GG
HH II IF JJ KK LL MM NN 00 OR PP QQ RR SS TO TT UU VV WW XX YY ZZ ABS
AND DIM END EXT FIN FOR GET LEN LET NEW OLD PTR PUT REM RND RUN TOP
BGET BPUT DRAW FOUT GOTO LINK LIST LOAD MOVE NEXT PLOT SAVE SGET SHUT
SPUT STEP THEN WAIT CLEAR COUNT GOSUB INPUT PRINT UNTIL RETURN
7 8 <
Za e
<r I
No multi-character basic symbols may include blanks; otherwise
blanks may be used freely to improve the readability of the program.
The character '.' can be used to provide a shorter representation of
all multi-character basic symbols
<asciic>::={ascii characters excluding carriage return}
<digit>::=0]1|2]3|4|5|6|7|8|9
<hex digit>::=<digit>|A|B|C|D|E|F
<positive number>: :=<digit><digit>*
such that <positive number> is less than 2147483648
<hex number>::=<hex digit><hex digit>*
<integer size field>::=@
<p-variable>::=<integer size field>|A|B|Cc|D|E|F|G|H|I|J|K|L|M|N|o|Pl|Q
|R|S|T|Ulv|wlx|y¥|z
<variable>: :=<p-variable>{character which is not <p-variable> or .}
<array name>::=@@|AA|BB|CC|DD|EE|FF|GG|HH|IZI|JJ|KK|LL|mM|NN|0O|PP|QQ
|RR|SS|TT|UU|VV|Ww|xx|yYy| zz
199
<label>::=a|b|clalel£/a/h]i[5]k|1Im|nolplalz|slt/ulv|w|xly|z
<conjunction>::=AND|OR
<relation operation>::= < | > | <= | >= | = | <>
<expression operator>::=+|-|
<term operator>::=*|/|%|&|!|?
<factor>::=+<unary plus>|-<unary plus>|<unary plus>
<unary plus>::=<variable>|<positive number>|#<hex number>
(<testable expression>) | !<factor>|?<factor>)TOP|COUNT
RND | ABS<factor>|LEN<factor>|CH<string right>
PTR<factor>|EXT<factor>|GET<factor>|BGET<factor> |
FIN<string right>|FOUT<string right>
<array name><factor>
<term>: :=<factor>{<term operation><factor>}*
<expression>: :=<term>{<expression operator><term>}~*
<relnl expression>: :=<expression>|<expression><relation operation>
<exression>|$<expression>=<string right>
<testable expression>::=<relnl expression>{<conjunction>
<relnl expression>}*
<delimit quote>::="{any ascii character not a "}
<string right>::=<expression>|$<expression>|"<asciic>*<delimit quote>
<sd>::=<statement delimiter>::={carriage return}|;
<working let>::={{{<variable>|!<factor>|?<factor>|<variable>!<factor>
<variable>?<factor>}=<expression>} |$<expression>=
<string right>}<sd>
<let statement>::=LET<working let><sd>|<working let><sd>
<vector statement>::=<array name><factor>=<expression>
<printable string>::={'|"<asciic>*<delimit quote>}*
<input section>::=<printable string>{<variable>|$<expression>|{null}}
<input statement>::=INPUT<input section>{,<input section>}*<sd>
<return statement>: :=RETURN<sd>
<new command>: :=NEW<sd>
<old statement>: :=OLD<sd>
<link statement>: :=LINK<factor><sd>
<OS statement>: :=*<asciic>*
200
<plot statement>: :=PLOT<factor>,<factor>,<factor><sd>
<draw statement>: :=DRAW<factor>,<factor><sd>
<move statement>: :=MOVE<factor>,<factor><sd>
<clear statement>: :=CLEAR<factor><sd>
<wait statement>: :=WAIT<sd>
<go entity>::=<label>|<factor>
<goto statement>:: GOTO<go entity><sd>
<gosub statement>:: GOSUB<go entity><sd>
<end statement>: :=END<sd>
<enter assembler statement>: :=[
<do statement>: :=DO
<until statement>::=UNTIL<testable expression><sd>
<next statement>: :=NEXT<sd>|NEXT<variable><sd>
<half for>: :=FOR<variable>=<expression>TO<expression>
<for statement>::=<half for><sd>|<half for)<STEP<expression><sd>
<dim section>: :=<variable)<factor>|<array name><factor>
<dim statement>::=DIM<dim section>{,<dim section>}*<sd>
<save statement>::=SAVE<string right><sd>
<load command>: :=LOAD<string right><sd>
<run statement>: :=RUN<sd>
<list command>: :=LIST<sd>|LIST<positive number><sd>|
LIST,<positive number><sd>|LIST<positive number>,<sd>|
LIST<positive number>,<positive number><sd>
<if statement>: :=IF<testable expression>{THEN<statement>|<statement>}
<print comma>::={nothing, if possible}|,
<print statement>::=PRINT{<printable string>{<expression>|
$<expression>|{nothing}}<print comma>}*<sd>
<enter line command>::=<positive number><asciic>"(carriage return}
<put statement>: :=PUT<factor>,<expression><sd>
<bput statement>: :=BPUT<factor>,<expression><sd>
<sput statement>: :=SPUT<factor>,<string right><sd>
<sget statement>: :=SGET<factor>,<expression><sd>
201
<ptr statement>: :=ptr<factor>=<expression><sd>
<null statement>: :=<sd>
26.2 Assembler Syntax Definition
This uses the same syntax as Section 26.1, and refers to some of the
syntactic entities given there. Basic symbols may not be abbreviated;
spaces may be used freely to improve readability.
26.2.1 Basic Symbols
(), : @AXY \ ] ADC AND ASL BCC BCS BEQ BIT BMI BNE BPL BRK BVC
BVS CLC CLD CLI CLV CMP CPX CPY DEC DEX DEY EOR INC INX INY JMP JSR
LDA LDX LDY LSR NOP ORA PHA PHP PLA PLP ROL ROR RTI RTS SBC SEC SED
SEI STA STX STY TAX TAY TSX TXS TXA TXS TYA
<set label statement>::=<two chars>:<label name><assembler statement>
<comment statement>::=<two chars>\<comment field>
<back to basic>::=]
<empty statement>::=<two chars><sd>
<two chars>::=<asciic>|<asciic><asciic>|{no character at all}
<comment field>::={ascii until <sd>}
<immed>: :=@<expression>
<indexX>: :=<expression>,X
<indexY>: :=<expression>,Y
<group1>: :=<indexX>|<indexY>| (<indexx>) | (<expression>) ,Y|<expression>
<branch>: :={BCC|BCS|BEQ| BMI |BNE|BPL|BVvC|BVS}<expression>
<memory to A>::=ADC|AND|CMP|EOR|LDA|ORA|SBC{<group1>(<immed>}
<A to memory>: :=STA<group1>
<single byte A>::={ASL|LSR|ROL|ROR}A
<single byte>::=<single byte A>|BRK|CLC|CLD|CLI|CLV|DEX|DEy | INX| INY
| NOP | PHA|PHP|PLA|PLP|RTI|RTS|TAX|TAY|TSX|TXA|TXS|TYA
<read modify write>::={ASL|DEC|INC|LSR|ROL| ROR} {<indexx>|<expression>}
<bit>: :=BIT<expression>
<cp>: :={CPX | CPY} {<immed>(<expression>}
<jmp>: :=JMP{<expression>|(<expression>) }
<jsr>: :=JSR<expression>
<ldx>: :=LDX{<immmed> |<indexy>|<expression>}
202
<ldy>: :=LDY {<immmed> |<indexx>|<expression>}
<stx>::=STX{<indexy |<expression>}
<sty>: :=STY{<indexx>|<expression>}
<assembler statement>::={<branch>|<memory to A>|<A to memory>
<single byte>|<read modify write>|<bit>|<cp>|<jmp>|<jsr>
<ldx>|<ldy>|<stx>|<sty>|<comment field>
203
204
2 l Error Codes
The following list of errors includes BASIC errors, COS errors, and
errors generated by the extension ROM. Note that it is possible to
obtain errors not on this list by executing a BRK in a machine-code
program.
2 Too many GOSUBs
The largest permitted depth of subroutine nesting is 14. This error
means that more than 14 GOSUB statements have been executed without
matching RETURN statements. Example:
10 GOSUB 10
20 END
6 SUM Checksum error
When loading a named file from tape, each block is followed by a
checksum byte; if the checksum does not agree with this byte, this
error is given. The cause of checksum errors is usually a damaged
tape, or incorrect volume on playback. The remaining blocks of a
damaged tape can be retrieved using FLOAD.
18 Too many DO statements
The largest permitted number of nested DO...UNTIL loops is 11. This
limit has been exceeded.
29 Unknown or missing function
The statement contains a sequence of characters which are not the name
of a function. Example:
10 J=RAN+10 (where RND was intended).
20 FPRINT SA (string variables not permitted in FPRINT)
30 Array too large in DIM statement
The DIM statement checks that there is valid memory at the last
element of each array in the DIM statement. This error implies that
there is no RAM at the end of the array being dimensioned.
31 RETURN without GOSUB
A RETURN was found in the main program. RETURN is only meaningful ina
subroutine.
39 Attempt to use variable in LIST
The LIST command may only be used with constants as its arguments.
Example:
LIST A,B
205
48 COM? Command error
The command following the '*' was not a legal COS command. Example:
*MEM (command does not exist)
69 Illegal FDIM statement
Only the floating-point array variables %AA to %ZZ may be dimensioned
in an FDIM statement. Example:
10 FDIM $A(2)
Attempt to use FDIM in direct mode.
76 Assembler label error
The characters following the ':' character are not a legal label.
Legal labels are two letters followed by a number optionally in
brackets. Example:
10:LOOP JMP LOOP
91 No hexadecimal number after
The characters immediately following the '#' symbol must be legal
hexadecimal characters 0-9 or A-F. Spaces are not permitted. Example:
10 PRINT #J
94 Unknown command, invalid statement terminator; missing END
The statement has not been recognised as a legal BASIC statement. The
error may also be caused by an illegal character after a valid
statement, or by an attempt to execute past the end of the program.
Example:
10 LIST (LIST is not allowed in a program)
20 s A=B (no space permitted between label and line number)
An array appears in an INPUT statement; only simple variables are
permitted. Example:
25 INPUT AA(2)
95 Floating-point item missing or malformed
An unexpected character was encountered during the interpretation of a
floating-point statement. Example:
10 FUNTIL 0 (argument must be a relational expression)
20 FIF A PRINT "OK" (logical variables not allowed)
109 Number too large
Attempt to enter a number which is too large to be represented in
BASIC. Example:
20 J=9999999999
Error also occurs if the largest negative number is entered:
30 J=-2147483648
even though this number can be represented internally. To input this
number, use the hexadecimal form #80000000.
111 Missing variable in FOR; too many FOR statements
The control variable in a FOR...NEXT loop must be one of the simple
variables A to Z. Example:
206
35 FOR CC(1)=1 TO 10
The maximum permitted number of nested FOR...NEXT loops is 11; this
number has been exceeded.
118 NAME Name error
The filename specified in a LOAD, SAVE, *LOAD, *SAVE, or *FLOAD
command was not a legal COS filename. Example:
SAVE "THIS FILENAME IS TOO LONG"
123 Illegal argument to floating-point function
Examples:
12 A=SOR(-1) (Square root of a negative number)
24 B=ASN(2) (arcsine of number outside range -1 to 1)
127 Line number not found in GOTO or GOSUB
The line number specified in a GOTO or GOSUB was not found. Example:
10 GOTO 6
15 N=6; GOTO N (where there is no line 6)
128 Argument to SIN, COS or TAN too large
The largest angle that may be specified in the SIN, COS or TAN
functions is about 8.3E6.
129 Division by zero, protected RAM in graphics mode
A number was divided by zero. Example:
10 J=J/(A-B) (where A and B were equal)
A CLEAR command specified a graphics mode that would have destroyed
BASIC's text space. Example:
10 ?18=#90 ;REM Move text space
20 CLEAR 4
134 Array subscript out of range
An array element was specified with a negative subscript, or has not
been dimensioned before use. Example:
10 DIM AA(4)
20 AA(-2)=7
135 SYN? Syntax error
A COS command was recognised, but was followed by illegal parameters.
Example:
*SAVE "FRED" (start and end addresses omitted)
149 Floating-point array subscript out of range
A floating-point array element was specified with a negative
subscript. Example:
10 %AA(-2)=0
152 GOSUB without RETURN; FOR without NEXT
The GOSUB statement, when used in direct mode, must be followed by a
semicolon. Example:
207
GOSUB 10
The FOR statement was used in direct mode without a NEXT statement.
156 Assembler error: illegal type
The argument specified for the operation is illegal. Example:
30 LDA @300 (constant greater than 8 bits)
50 STA (J,Y) (not a legal addressing mode)
70 BIT @23 (immediate addressing not available with BIT)
This error is also generated if a JMP or JSR is assembled with a zero-
page address. This may occur, by chance, on the first pass of a
forward-reference JMP or JSR; in this case the value of the label
should be initialised to P before assembling. Example:
40 JMP #34 (jumps into page zero are not permitted)
157 Label not found
A label, a-z, was specified in a GOTO or GOSUB, but no statement
starting with that label was found. Example:
40 GOTO s
159 Unmatched quotes in PRINT or INPUT
Strings in PRINT statements, or entered in INPUT statements, should
have an even number of '"' quotation marks. Example:
PRINT "THIS IS A QUOTE:""
165 Loading interrupted
The CTRL key will escape from a load-from-tape operation, with this
error message being produced.
169 Floating-point result too large
The result of a floating-point calculation was larger than about
1.7E38. Example:
20 FPRINT TAN(PI/2)
174 Significant item missing or malformed
An unexpected character was encountered during the interpretation of a
statement. Example:
10 GOTO 20 (O mistyped as zero; should be GOTO)
20 FOR J TO 4 (expected '=' after J)
30 FOR J=1 STEP 1 TO 4 (order should be TO ... STEP)
40 LET AA(1)=2 (LET is illegal with arrays)
191 LOG or power of zero or a negative number
The argument to the floating-point function LOG, or the operator must
be greater than zero. Examples:
10 %A=-1%2
30 %B=LOG(0)
198 UNTIL with no DO
An UNTIL statement was encountered without a DO being active. Example:
20 IF A=1 DO A=A+1
30 UNTIL A=3 (if A<>1l the DO is not executed)
208
200 Unmatched quotes in string
Strings appearing in a program should have an even number of quotation
marks.
208 Unrecognised mnemonic in assembler
The mnemonic is not a legal 6502 assembler operation. Example:
20 ADD @20 (only ADC instruction available)
30 .BYTE (assembler directives are not available)
216 Illegal DIM statement
The list of variables in the DIM statement contained an illegal entry.
Example:
20 DIM A(2,3) (only one-dimensional arrays allowed)
30 DIM AA(-2) (negative array size)
Attempt to use DIM in direct mode.
230 NEXT without matching FOR
If a control variable is specified in a NEXT statement then the
variable must match the control variable in the corresponding FOR
statement. Example:
50 FOR N=1 TO 10
20 FOR J=1 TO 10
30 PRINT "*"
40 NEXT N
50 NEXT J
A NEXT statement was encountered without any FOR statement being
active.
238 Argument to EXP too large
The calculation of the EXP function gave a result that was too large.
Example:
10 FPRINT EXP(100)
248 Not enough room to insert line
The line just entered has used up all the available memory. More
memory can be released by shortening all the command names if this has
not already been done.
209
210
abbreviating programs 73
ABS function 24, 143, 163
absolute addressing 118
absolute,X addressing 119
absolute,Y addressing 119
accounting 13
accumulator (A) 98
A register 122
accuracy loss of 13
ACK code 131
acknowledgements 1
ACS function 163
actions in flowcharts 21
ADC instruction 98, 181
add (+) operator 158
adding two-byte numbers in
assembler 101
address memory 96
addressing modes 118
modes permitted 181
addressing modes:
absolute 118
absolute,X 119
absolute,Y 119
immediate 103, 118
indexed 117, 119
indirect 120
post-indexed indirect 121
pre-indexed indirect 121
zero-page 119
zero,X 120
zero,Y 120
advanced graphics 79
algorithm Euclid's 35
AND (&) operator 15, 158
connective 30, 143
instruction 113, 182
Animals program 70
animated graphics 85
APPEND equivalent 142
appending text 142
apple tart recipe 20
Arbitrary Precision Powers
program 55
arbitrary-precision arithmetic
47, 55
arrays AA to ZZ 45
assigning to 46
dimensioning a5
floating-point 161
in BASIC 45
multi-dimensional 50
of strings 62, 63
subscript checking for 50
Index
ASCII code for characters 59, 131
ASL instruction 115, 182
ASN function 163
assembler 99
compared with BASIC 95
delimiters ([ and ]) 171
formats 181
listing 100, 171
mnemonics 181
program 99
programming 95
syntax definition 202
assembly conditional 175
in-line 178
listing suppressing 173
two-pass 172
assigning to arrays 46
assignment (=) operator 12
string 58
asterisk (*) in COS commands 139
at (0) symbol 103, 118, 156
ATN function 163
backspace 132
backward references 172
baffled what to do if 91
base sixteen 96
ten 96
BASIC calculating in 11
characters and operators 155
compared with assembler 95
language 11
BASIC program writing a 23
BASIC statements, functions, and
commands 143
syntax definition 199
BCC instruction 106, 182
BCS instruction 106, 182
BELL code 132
BEQ instruction 106, 182
BGET function 68, 144
binary conversion to 112
digits 111
notation 111
bistables 111
bit high-order 112
BIT instruction 183
bit least-significant 112
low-order 112
most-significant 112
bits 111
bleep 6, 132
Bleep program 114
bleep routine 125
211
Block Move program 178
block zero RAM 168
RAM locations 194
blocks file 10
BMI instruction 183
BNE instruction 106, 183
bounds of array or vector 92
BPL instruction 183
BPUT statement 67, 144
brackets 156
in BASIC programs 74
branches conditional 106
break flag 122
BREAK key 6
BRK instruction 174, 183
BS code 132
Bulls & Cows program 127
BVC instruction 183
BVS instruction 184
byte 98
indirection (?) operator 53,
158
byte vectors 53
dimensioning 53
bytes 112
for program free 24
calculating in BASIC 11
calculations fixed-point 13
floating-point 161
with money 13
Calculator program 137
call by reference using vectors
54
calls operating-system 192
CAN code 132
cancel 132, 155
carry flag 101, 108, 122
cassette database on 70
input from 68
interface setting up 8
operating system 139
output to 67
saving data on 68
cassette-interface signals 194
CAT command 9, 139
central processing unit 98
CH function 59, 97, 144
changing memory locations 15, 97
text spaces 135
character codes 134
extraction 59
return 59
character set 134
characters ASCII code for 59, 131
internal representation 97
inverted 131
printing special 64
Chequebook-Balancing program 39
circle of random hex characters
84
CLC instruction 98, 184
CLD instruction 184
212
clear screen 6
CLEAR statement 28, 79, 144, 167
CLI instruction 184
clock plot 87
Clock program 85
CLV instruction 184
CMP instruction 109, 184
co-routines 42
codes control 65
cursor-movement 65
error 205
screen control 65
Coleridge 7
colour graphics 88, 167
COLOUR statement 167
comma (,) separator 156
in PRINT statement 12, 75
command abbreviations 73
commands 7
commands:
LIST 7, 149
LOAD 9, 135, 139, 149
NEW 7, 149
OLD 7
comments in assembler 172
in BASIC 24
compare in assembler 109
macro 178
concatenation of strings 61
conditional assembly 175
branches 106
conditions in BASIC 28
conjunctions AND and OR 30
connecting up 3
connections to ATOM 2
connectives:
AND 30, 143
OR 150
STEP 34, 153
THEN 30, 74, 153
TO 153
contents memory 96
control codes 65
control codes:
ACK 131
BELL 132
BS 132
CAN 132
CR 132
ESC 132
ETX 131
FF 132
HT 132
LF 132
NAK 132
RS 132
SI 132
sO 132
STX 131
control variable in assembler 109
in NEXT statement 75
conversion Arabic to Roman
numerals 123
decimal to hexadecimal 96
hexadecimal to decimal 96
number-to-string 163
string-to-number 165
temperature 23
to binary 112
coordinates graphics 27
COPY key 133
Cos 139
COS commands:
CAT 9, 139
FLOAD 141
LOAD 139, 140
MON 141
NOMON 141
RUN 141
SAVE 139, 140
COS errors 142
function 163
COS messages disable 141
enable 141
COUNT function 145
counting in assembler 109
in flowcharts 19
CPU 98
CPX instruction 109, 184
CPY instruction 109, 185
CR code 132
CRC Signature program 93
CTRL (control) key 6, 194
key 140
Cubic Curve program 32
cursor 3
home 132
turn on/off 16
cursor-movement codes 65
curve Sierpinski 81
Curve Stitching in a Square
program 34
curve stitching in 4 colours 88
curve three-dimensional 84
Cycloid program 166
DATA equivalent 63
data on cassette saving 68
Data to Cassette program 68
data types of 67
database on cassette 70
Day of Week program 62
debugging in assembler 176
DEC instruction 185
decimal mode flag 122
to hexadecimal conversion 96
decisions in flowcharts 18
decoding 60
DEG function 164
delay random 38
DELETE key 6
deleting lines 7
delimiter statement 14
demonstration programs 4
DEX instruction 108, 185
DEY instruction 108, 185
Dice Tossing program 27
Digital Clock program 37
Waveform Processing program 48
DIM in assembler 99, 105
statement 45, 57, 145
dimensioning arrays 45
byte vectors 53
strings 57
disable COS messages 141
divide (/) operator 11, 158
DO statement 145
DO...UNTIL loop 34
double quote (") delimiter 155
DRAW statement 28, 80, 145
drawing lines 28
ear 113
editing screen 132
text 7
eight queens problem 44
Eight Queens program 44
enable COS messages 141
Encoder/Decoder program 60
encoding 60
END statement 145
EOR instruction 113, 185
equal (=) operator 29, 58, 158
equality string 58
equation root of 41
error codes 205
handler 137
ERROR message 8, 174
errors
cos 142
floating-point 205
logical 91
NAME 10
SUM 10
syntax 91
tape 10
trapping 137
ESC code 132
key 7, 24, 106
escape 132, 155
ETX code 131
Euclid's algorithm 35
examining memory locations 97
examples graphics 81
exclusive-OR (:) operator 15, 158
execute file load and 141
executing machine-code 173
stored text 23
execution speed maximising 75
expansion memory 168
exponent 162
expression 143
EXT function 145
extension floating-point ROM 161
extraction character 59
factor 143
false logical value 31
Farenheit to Celsius program 23
faster FOR...NEXT loops 76
faults hardware 92
RAM memory 92
ROM memory 92
FDIM statement 162
FF code 132
FGET function 164
FIF statement 162
file blocks 10
handle 67
files named 139
text 9
unnamed 139
filter low-pass 49
FIN function 68, 146
find input 68
output 68
finish loading 141
FINPUT statement 162
First Twelve Powers of Two
program 31
fixed-point calculations 13
flags status 122
flags:
break 122
carry 101, 108, 122
decimal mode 122
interrupt disable 122
negative 122
overflow 122
zero 106, 108, 122
flip/flops 111
FLOAD command 141
floating-point arrays 161
calculations 161
errors 205
extension 161
floating-point functions:
ABS 163
ACS 163
ASN 163
ATN 163
CDS 163
DEG 164
EXP 164
FGET 164
FLT 164
HTN 164
LOG 164
PI 164
RAD 164
SGN 164
SIN 164
SOR 165
TAN 165
VAL 165
floating-point operators:
indirection (!) 165
integer (%) 165
power (*) 165
floating-point program examples
166
representation 162
214
floating-point statements:
FDIM 162
FIF 162
FINPUT 162
FPRINT 163
FPUT 163
FUNTIL 163
STR 163
floating-point variables 165
flowchart Guess a Number 30
puff pastry 20
sponge cake 18
symbols 21
flowcharts 17
actions in 21
counting in 19
decisions in 18
FLT function 164
FOR statement 33, 146
FOR...NEXT loop 33
graph plotting using 34
step size in 34
FOR...NEXT loops faster 76
format for graphics screen 27
formfeed 132
forward references 107, 172
FOUT function 68, 146
FPRINT statement 163
FPUT statement 163
Fractional Multiplication program
178
free bytes for program 24
function abbreviations 73
functions string 58
trigonometrical 163
functions:
ABS 24, 143
BGET 68, 144
CH 59, 97, 144
COUNT 145
EXT 145
FIN 68, 146
FOUT 68, 146
GET 68, 147
LEN 59, 148
PTR 151
RND 24, 152
FUNTIL statement 163
GCD algorithm 35
generating tone 25
GET function 68, 147
golden ratio 41
GOSUB statement 39, 135, 147
to labels 41
GOTO multi-way switch using 26
statement 25, 135, 147,
with label 25
graph plotting using FOR...NEXT
loop 34
graphics advanced 79
animated 85
colour 88
coordinates 27
examples 81
low-resolution 27
modes 79
origin 28
screen format for 27
graphics space 168, 169
graphics speed of 85
symbols 134
graphics symbols printing 65
graphics testing points in 87
greater-than (>) operator 29, 158
or equal (>=) operator 158
greater-than or equal
operator 29
Greatest Common Divisor program
35
Guess a Number flowchart 30
program 29
hardware faults 92
Harpsichord program 124
hash (#) symbol 96
hexadecimal (&) operator 14, 96,
158
(#) operator 14, 96, 157
characters plotting 84
notation 14, 96
printing in 14
to decimal conversion 96
high-fidelity equipment testing
116
high-order bit 112
histogram plot 69
Histogram program 46
home cursor 132
horizontal tab 132
HT code 132
HTN function 164
IF statement 148
IF...THEN statement 28
immediate addressing 103, 118
in-line assembly 178
INC instruction 185
increment macro 178
index registers 107, 122
routine 125
Index Routine program 118
index X register 107, 122
Y register 107, 122
indexed addressing 117, 119
indirect addressing 120
jump 120
indirection (!) operator 165
input from cassette 68
INPUT statement 23, 58, 14B
input string 58
input/output parallel 169
ports 194
routines 191
inserting lines 7
instruction mnemonics 98, 181
instructions:
ADC
AND
ASL
BCC
BCS
BEQ
BIT
BNI
BNE
BPL
BRK
BVC
BVS
CLC
CLD
CLI
CLV
CMP
CPX
CPY
DEC
DEX
DEY
EOR
INC
INX
INY
JMP
JSR
LDA
LDX
LDY
LSR
NOP
ORA
PHA
PHP
PLA
PLP
ROL
RTI
RTS
SBC
SEC
SED
SEI
STA
STX
STY
TAX
TAY
TSX
TXA
TXS
TYA
integer (%) operator 165
interface printer 169
interrupt disable flag 122
98,
113,
115,
106,
106,
106,
183
183
106,
183
174,
183
184
98,
184
184
184
109,
109,
98,
107,
107,
109,
109,
190
110,
190
110,
181
182
182
182
182
182
183
183
184
188
189
189
189
189
190
190
190
190
190
vectors 193
interrupts 193
introduction 1
Invert String program 59
215
inverted characters 5, 131
letters 25
INX instruction 108, 186
INY instruction 108, 186
iteration in BASIC 31
iterative loop in assembler 108
JNP instruction 105, 186
JSB instruction 102, 186
jump indirect 120
jumps in assembler 105
keyboard 2, 5, 131
keys:
BREAK 6
COPY 133
CTRL 140
CTRL (control) 6, 194
DELETE 6
ESC 7, 24, 106
LOCK 5, 131
REPT (repeat) 6, 194
RETURN 6
screen editing 133
SHIFT 5, 131, 140, 194
labels a to z 25, 156
GOSUB to 41
in assembler 105, 171
language BASIC 11
LDA instruction 98, 186
LDX instruction 107, 186
LDY instruction 107, 187
learning program 70
least-significant bit 112
left-string extraction 61
LEN function 59, 148
length of a string 59
less-than (<) operator 29, 158
or equal (<=) operator 158
less-than or equal (<=) operator
29
LET statement 74, 148
letters lower-case 5
LF code 132
line numbers 6
Linear Interpolation program 41
linefeed 132
lines deleting 7
drawing 28
inserting 7
multi-statement 14, 75
LINK statement 100, 149, 173
LIST command 7, 149
listing assembler 100, 171
load and execute file 141
LOAD command 9, 135, 139, 140,
149
loading finish 141
location counter (P) 92, 171
locations memory 95
LOCK key 5, 131
LOG function 164
216
logical errors 91
operations 15, 112
logical value false 31
true 31
logical variables 31
loop DO...UNTIL 34
FOR...NEXT 33
loops in assembler 108
in BASIC 33
mis-nested 36
nested 36
loss of accuracy 13
loudspeaker 114
low-order bit 112
low-pass filter 49
low-resolution graphics 27
lower text space 168
lower-case letters 5
LSR instruction 115, 187
machine-code executing 173
in BASIC 123
program 100
macro compare 178
increment 178
parameters 177
macros in assembler 177
manipulations string 59
mantissa 162
map memory 195
Mastermind game 126
matrices representation of 51
using vectors of vectors 56
maximising execution speed 75
memory address 96
expansion 168
faults RAM 92
faults ROM 92
locations 95
memory locations changing 15, 97
examining 97
peeking 15
poking 15
memory map 195
screen 15
Memory Test program 92
memory testing 92
messages:
ERROR 8, 174
OUT OF RANGE 107
PLAY TAPE 9, 68, 140
RECORD TAPE 9, 68, 141
REWIND TAPE 10, 140
mid-string extraction 61
mis-nested loops 36
mnemonic assembler 171
mnemonics 181
instruction 98
modes addressing 118
graphics 79
MON command 141
money calculations with 13
most-significant bit 112
MOVE statement 28, 80, 149
multi-dimensional arrays 50
multi-statement lines 14, 75
multi-way switch using GOTO 26
multiply (*) operator 11, 158
music 113, 124
random 115
mystery quotation 60
NAK code 132
NAME error 10
named files 139
negative flag 122
nested loops 36
NEW command 7, 149
new line (') 156
printing 14
NEXT statement 33, 149
statement control variable in
75
noise generation 116
on screen 168
noise-free plotting 154
NOMON command 141
NOP instruction 187
not equal (<>) operator 29, 158
notation binary 111
hexadecimal 96
number-to-string conversion 163
numbers random 24
numeric data reading 64
field width 156
OLD command 7
statement 150
ON ERROR GOTO equivalent 137
op code 98
operating system 131
operating-system calls 192
routines 191
vectors 193
operation code 98
operations logical 15, 112
operators:
add (+) 158
AND (&) 15, 158
assignment (=) 12
byte indirection (?) 53, 158
divide (/) 11, 158
equal (=) 29, 58, 158
exclusive-OR (:) 15, 158
greater-than (>) 29, 158
greater-than or equal (>=) 158
greater-than or equal (>=) 29
hexadecimal (&) 14, 96, 158
hexadecimal (#) 14, 96, 157
less-than (<) 29, 158
less-than or equal (<=) 158
less-than or equal (<=) 29
multiply (*) 11, 158
not equal (<>) 29, 158
OR 15, 158
pling (!) 156
query (?) 15, 53, 97
remainder (%) 11, 158
string ($) 57, 157
subtract (-) 11, 158
word indirection (!) 53, 156
OR | operator 15, 158
connective 150
ORA instruction 113, 187
origin graphics 28
OSRDCH routine 102, 191
OSWRCH routine 102, 191
OUT OF RANGE message 107
output to cassette 67
overflow flag 122
page mode on/off 132
parallel input/output 169
parameters macro 177
PEEK statement equivalent 15
peeking memory locations 15
permitted addressing modes 181
permutation routine 52
perspective plotting 83
PHA instruction 187
phi 41
PHP instruction 187
PI function 164
pixels 27, 79, 134
PIA instruction 188
PLAY TAPE message 9, 68, 140
pling (!) operator 156
plot clock 87
histogram 69
Plot Histogram from Cassette
program 69
PLOT statement 79, 150
Plotting Hex Characters program
84
plotting hexadecimal characters
84
in 13ASIC 87
noise-free 154
perspective 83
points 28
three-dimensional 83, 166
PLP instruction 188
point-plotting routine 88
points plotting 28
POKE statement equivalent 15
poking memory locations 15
to screen 16
port writing to 170
ports input/output 194
post-indexed indirect addressing
121
power (*) operator 165
Powers of Numbers program 36
of Two program 31, 48
pre-indexed indirect addressing
121
prime Numbers program 54
print Hex Digits program 176
Inverted String program 117
217
Registers on BRK program 174 Print Registers on BRK 174
PRINT statement 11, 150 Random Coloured Lines 168
statement comma in 12, 75 Random Noise 116
statement quotes in 12 Random Rectangles 80
print-field size (@) 13 Random Walk 65
printer end 131 Reaction Timer 37
interface 169 Renumber 136
start 131 Replace 123
printing a character in assembler Roman Numerals 123
102 Rotating Rectangle 28
graphics symbols 65 Saddle Curve 166
in hexadecimal 14 Sierpinski Curve 81
new line 14 Simultaneous Equations 51
special characters 64 Sine and Tangent 166
strings 12, 58 Sorting 47
the alphabet in assembler 110 Square Root 35
prize 60 Three-Dimensional Plotting 83
problem eight queens 44 Tower of Hanoi 42
processor 6520 98 322 Hz 26
program assembler 99 4-Colour Plot 88
counter PC register 122 prompt 3
machine-code 100 pseudo-random sequence 116
planning a 17 PTR function 151
programming service 93 puff pastry recipe 19
programs abbreviating 73 PUT statement 67, 151
programs:
Animals 70 query (?) operator 15, 53, 97
Arbitrary Precision Powers 55 quotation mystery 60
Bleep 114 quoted strings 57
Block Move 178 quotes in PRINT statement 12
Bulls & Cows 127
Calculator 137 RAD function 164
Chequebook-Balancing 39 RAM block zero 168
Clock 85 memory faults 92
CRC Signature 93 Random Coloured Lines program 168
Cubic Curve 32 random delay 38
Curve Stitching in a Square 34 music 115
Cycloid 166 Random Noise program 116
Data to Cassette 68 random number seed 152
Day of Week 62 numbers 24
Dice Tossing 27 Random Rectangles program 80
Digital Clock 37 walk program 65
Digital Waveform Processing 48 Reaction Timer program 37
Eight Queens 44 READ equivalent 63
Encoder/Decoder 60 reading and writing data from
Farenheit to Celsius 23 BASIC 67
First Twelve Powers of Two 31 and writing speed of 70
Fractional Multiplication 178 numeric data 64
Greatest Common Divisor 35 text 63
Guess a Number 29 recipe analogy 17
Harpsichord 124 apple tart 20
Histogram 46 puff pastry 19
Index Routine 118 sponge cake 17
Invert String 59 recipes subroutines in 20
Linear Interpolation 41 RECORD TAPE message 9, 68, 141
Memory Test 92 recursion in BASIC 42
Plot Histogram from Cassette 69 recursive subroutine calls 42
Plotting Hex Characters 84 references backward 172
Powers of Numbers 36 forward 172
Powers of Two 31, 48 registers index 107
Prime Numbers 54 registers:
Print Hex Digits 176 accumulator A 122
Print Inverted String 117 index X 107, 122
218
index Y 107, 122
program counter PC 122
stack pointer SP 122
status S 122
relational expression 143
operators 29
REM statement 24, 152
remainder (%) operator 11, 158
Renumber program 136
renumbering programs 136
using screen memory 136
Replace program 123
representation of matrices 51
REPT (repeat) key 6, 194
reset 6
return 132, 155
character 59
RETURN key 6
statement 39, 152
REWIND TAPE message 10, 140
right-string extraction 61
RND function 24, 152
ROL instruction 116, 188
ROM extension 161
memory faults 92
Roman Numerals program 123
root of equation 41
ROR instruction 116, 188
rotate instructions 115
Rotating Rectangle program 28
rounding 13
routines in different text spaces
135
input/output 191
operating-system 191
routines:
OSRDCH 102, 191
OSWRCH 102, 191
RS code 132
RTI instruction 188
RTS instruction 188
RUN command 141
statement 23, 135, 152
Saddle Curve program 166
SAVE command 139, 140
statement 9, 135, 139, 152
saving data on cassette 68
programs or text on tape 8
SBC instruction 102, 189
screen clear 6
control codes 65
editing 132
editing keys 133
end 132
format for graphics 27
mapping 134
memory 15
memory renumbering using 136
noise on 168
poking to 16
scrolling 6
start 131
scrolling screen 6
SEC instruction 102, 189
SED instruction 189
seed random number 152
SEI instruction 189
separator space as 155
service programming 93
SGET statement 68, 152
SGN function 164
Shell sort 47
shift instructions 115
SHIFT key 5, 131, 140, 194
SHUT statement 152
SI code 132
Sierpinski Curve program 81
signal sync 194
signals cassette-interface 194
Simultaneous Equations program 51
simultaneous equations solving 51
SIN function 164
Sine and Tangent program 166
SO code 132
solving simultaneous equations 51
sort Shell 47
Sorting program 47
space as separator 155
spaces in BASIC programs 74
special characters printing 64
speed of graphics 85
of reading and writing 70
sponge cake flowchart 18
recipe 17
SPUT statement 67, 153
SOR function 165
Square Root program 35
STA instruction 98, 189
stack pointer SP register 122
statement abbreviations 73
delimiter 14
terminator (;) 156
statements:
BPUT 67, 144
CLEAR 28, 79, 144, 167
COLOUR 167
DIM 45, 57, 145
DO 145
DRAW 28, 80, 145
END 145
FOR 33, 146
GOSUB 39, 135, 147
GOTO 25, 135, 147
IF 148
IF...THEN 2S
INPUT 23, 58, 148
LET 74, 148
LINK 100, 149, 173
MOVE 28, 80, 149
NEXT 33, 149
OLD 150
PLOT 79, 150
PRINT 11, 150
PUT 67, 151
REM 24, 152
219
RETURN 39, 152
RUN 23, 135, 152
SAVE 9, 135, 139, 152
SGET 68, 152
SHUT 152
SPUT 67, 153
UNTIL 153
WAIT 37, 153
status flags 122
S register 122
status-register flags 181
STEP connective 34, 153
step size in FOR...NEXT loop 34
stopping a BASIC program 24
stored text executing 23
storing text 6
STR statement 163
string ($) operator 57, 157
assignment 58
equality 58
functions 58
input 58
length of a 59
manipulations 59
string right 143
string variables 57
string-to-number conversion 165
strings arrays of 62, 63
concatenation of 61
dimensioning 57
in BASIC 57
printing 12, 58
quoted 57
STX code 131
instruction 107, 189
STY instruction 107, 190
subroutines in BASIC 39
in recipes 20
uses of 40
subscript checking for arrays 50
substrings 61
subtract (-) operator 11, 158
subtraction in assembler 102
successive approximation 35
SUM error 10
suppressing assembly listing 173
switch using GOTO multi-way 26
switches in BASIC 26
symbols flowchart 21
sync signal 194
syntax definition 199
errors 91
TAB equivalent 145
TAN function 165
tape errors 10
saving programs or text on 8
TAX instruction 109, 190
TAY instruction 109, 190
teletype mode 131
temperature conversion 23
testable expression 143
testing high-fidelity equipment
220
116
memory 92
points in graphics 87
text editing 7
files 9
text space lower 168
upper 168
text spaces changing 135
routines in different 135
text storing 6
text-space pointer 135
three-dimensional curve 84
plotting 83, 166
Three-Dimensional Plotting
program 83
timing BASIC lines 170
in BASIC 37
TO connective 153
tone generating 25
TOP function 24, 153
Tower of Hanoi program 42
trapping errors 137
trigonometrical functions 163
true logical value 31
TSX instruction 190
turn on/off cursor 16
two-pass assembly 172
TXA instruction 110, 190
TXS instruction 190
TYA instruction 110, 190
typewriter mode 131
unitialised variables 91
unnamed files 139
UNTIL statement 153
upper text space 168
VAL function 165
variables A to Z 12
floating-point 165
logical 31
string 57
unitialised 91
VDU 133
vectors call by reference using
54
in BASIC 45
interrupt 193
of vectors 56
operating-system 193
versatile interface adapter 169
vertical tab 132
VIA 169
timers 170
visual display unit 133
VT code 132
WAIT statement 37, 153
what to do if baffled 91
word indirection (!) operator 53,
156
word vectors 53
writing a BASIC program 23
to port 170
zero flag 106, 108, 122
zero-page addressing 119
zero,X addressing 120
zero,Y addressing 120
322 Hz program 26
4-Colour Plot program 88
6520 processor 98
221
ORN SECOND EDITION
CO aren © COPYRIGHT ACORN COMPUTER LTD 1980